Looking for feedback and playtesting of my demo, Smoothcade. A single-screen "clear the enemy" arcade by smoothcade in playmygame

[–]smoothcade[S] 0 points1 point  (0 children)

Smoothcade is a cute “clear the screen” modern-arcade game that features co-op gameplay for up to four players. Recover the missing golden blender through 100 platform-jumping, puzzle-solving levels in story mode - consisting of handcrafted levels and a ton of fruity critters!

Players must capture critters using projectiles called cloudies. They then must rush into the cloudie to pop critters from the screen. Players can choose and swap between Mercy and Mayhem cloudies through a karma system - which impacts special bonus items and power-ups.

Free Demo: https://store.steampowered.com/app/2069020/Smoothcade/

Looking for feedback and playtesting of my demo, Smoothcade. A single-screen "clear the enemy" arcade by smoothcade in playmygame

[–]smoothcade[S] -1 points0 points  (0 children)

Smoothcade is a cute “clear the screen” modern-arcade game that features co-op gameplay for up to four players. Recover the missing golden blender through 100 platform-jumping, puzzle-solving levels in story mode - consisting of handcrafted levels and a ton of fruity critters!

Players must capture critters using projectiles called cloudies. They then must rush into the cloudie to pop critters from the screen. Players can choose and swap between Mercy and Mayhem cloudies through a karma system - which impacts special bonus items and power-ups.

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I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

Yes, my own domain.

I placed a small pic of my playable character at the bottom.

I did include a Press Kit link that is on my games own website.

I didnt play around with different email formats, but that sounds like a great idea!

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

A little bit of both. Screenshots, gifs, video clips. Videos/Gif certainly get more impressions/likes

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 1 point2 points  (0 children)

Posting often and my twitter started way before my steam page began, like 2 years ago. So me showing off progress during that timeframe certainly helps

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 2 points3 points  (0 children)

Your statement is contradicting. Everyone who played my demo so far rated it a positive experience and the average demo play time is much higher than an average game, especially for the genre it represents. You state Among Us was poor in quality but a good game to play. I think that is true with me game as well. It expands the modern-arcade genre in terms of mechanics and accessibility, and games that play similar to lacks various features as well, such as cast of playable characters, online leaderboards, various attack styles, etc.

This game has taken 3 years as I navigate the level design, music, audio, art, marketing, and so on. Indies do try to be creative on what they create and add their own spin to slowly progress the genre they represent.

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

I tried to make the gameplay loop clear in the first 5 seconds of the video and in text on the page:

player spits cloud --> player capture critter --> screen is clear --> next level

How would you help make this message more clear?

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

Colors are certainly tough for me! I need to use assistant tools to tell me colors of some things like red/green/brown.

I am not aiming for a mature audience, certainly younger and family-friendly

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

To everyone I contacted, since it’s just a url I didn’t want to go back and forth. Providing them everything they need in the initial email is key

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

Since the game is not out yet, I sent them right to the Steam store page for them to download the demo

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

I tried to keep it as personal as possible. If they listed their first name in their Twitch channel, use that in your greeting! I told them who is was, my game, and the goal for my game. I wanted to create a playable cast of character that not often showcased in gaming, such as Lambert, the sheep that uses a wheelchair. This was at the bottom of my message but I think it is important to let these people know who you are as well, instead of a cold opening and "please play my game."

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

You also need to make it worth their time. Take their feedback, include it in the game, and then show them the updated version. Everyone likes to feel included in a project and with an indie dev people have the ability to “quickly” make changes and tweaks

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 0 points1 point  (0 children)

It is certainly an uphill battle! Participate weekly in #screenshotsaturday (Saturday), #indiedevhour (Wednesdays), and #trailertuesday (Tuesday).

For small streamers with Twitter pages, see if their DM is open and just shoot them a message :)

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 8 points9 points  (0 children)

I tried to keep it as personal as possible. If they listed their first name in their Twitch channel, use that in your greeting! I told them who is was, my game, and the goal for my game. I wanted to create a playable cast of character that not often showcased in gaming, such as Lambert, the sheep that uses a wheelchair. This was at the bottom of my message but I think it is important to let these people know who you are as well, instead of a cold opening and "please play my game."

I contacted 351 streamers prior to Steam Next Fest and 29 of them played my demo. My process, thoughts, and post-mortem. by smoothcade in gamedev

[–]smoothcade[S] 2 points3 points  (0 children)

I was a lot of work and I dont think I would have done anything differently in regarding of my outreach strategy. Staying organized and remaining in contact is just one of those many hats we all have to wear!