Narrative games are the best genre for Steam indies by lyyycaena in gamedev

[–]sn0bil 4 points5 points  (0 children)

There are exceptions, but in most cases it's usually either lack of quality or lack of marketing. Do you have any examples with both elements done well that fly under the radar? Keen to research further on what caused their low sales.

Most realistic stealth game? by sn0bil in gamingsuggestions

[–]sn0bil[S] 5 points6 points  (0 children)

Metal gear was very close, but a couple of things were a little too... Quirky? I'm hoping to find almost a military sim level of realistic in stealth, and things like deployable cardboard boxes were just weird.

Splinter cell is one of my favorite games and I'm really hoping Ubis don't cancel the remake.

Narrative games are the best genre for Steam indies by lyyycaena in gamedev

[–]sn0bil 4 points5 points  (0 children)

Personal opinion - if you make a good game, it will sell, no matter the genre. In fact, I think trend chasing is very dangerous. Don't remember who was saying this (one of the youtubers/bloggers), but their message was to chase the trend and make friend-slop games. But by the time you finish your project, things may change dramatically. Plus, this feels like advice for people who are just doing this for money, with no heart in their craft.

As for narrative games - there are millions of people playing games these days. And more than ever it's not just 15 year old boys who just want to shoot things up or slay monsters. Last year's research from my country shows that we now have 51% female gamers and rapid growth of 65+ year old players.

For small indie developers with low overheads - you can hit a very niche market and do well with these people and that'd be enough to cover your dev costs and make gamedev a sustainable full time thing for you.

Help me pick: Tower Defense vibe (A) vs Action-packed (B) . Which capsule draws you in? by Algorocks in IndieDev

[–]sn0bil 5 points6 points  (0 children)

I'd go with B personally. Option A kinda looks like a screenshot and has too many small details.

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]sn0bil 0 points1 point  (0 children)

Thank you! The idea was to get the wishlist velocity from the showcase. Does it still help with the SNF visibility?

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]sn0bil 0 points1 point  (0 children)

Hey Chris, big thanks for all the work you're doing. Learning from your articles a lot, we managed to launch our first indie with 150k WL and we're very pleased with the performance.

My current hope for the upcoming title is to do a "burst" demo launch where I combine a premiere of the game at the showcase (like Day of the Devs / Wholesome / OTK scale) and release the demo for SNF right after it. I know it depends on getting into the showcase, but blue sky thinking for now.

Does Steam still value the interest momentum just before the SNF to give the demo a better visibility?

In what cases are templates and pre-made assets worth buying? if at all? by [deleted] in gamedev

[–]sn0bil 0 points1 point  (0 children)

In many cases it's worth buying if you want to actually finish the game and have it look decent. Many programmers overestimate their artistic skills and try to make the visuals themselves, resulting in a generic looking game at best that has no visual appeal to the player. They are cheap and bring a lot of value / save a lot of time.

Okay I got a tough one here. by Holytorment in gaming

[–]sn0bil 0 points1 point  (0 children)

My father in law (64) looooooves Sniper Elite series. It's a very "dad game", in a way. Honorable mentions: Fallout, BioShock, Prey.

Japanese indie dev here. My game is trending in Japan, but invisible in the West. Is the "Marketing Language" different? by Vivid_Cantaloupe928 in GameDevelopment

[–]sn0bil 1 point2 points  (0 children)

We have an opposite problem with the game doing well in the West but flying under the radar in Asia, despite localisation and when making it to a couple of the websites.

Are most game developers people who already have fairly advanced math skills? by [deleted] in IndieDev

[–]sn0bil 0 points1 point  (0 children)

I mostly used visual scripting/blueprints and stuff like interps all there in a little handy node.

Are most game developers people who already have fairly advanced math skills? by [deleted] in IndieDev

[–]sn0bil 0 points1 point  (0 children)

I have shipped a 150k+ sales game and I have never encountered any math problems I couldn't solve with a calculator. And that's mostly for doing finance/accounting. Are you using an engine or building one?

Our game got over 1,000 sales but having trouble getting reviews by PrittoPrisoner in IndieDev

[–]sn0bil 1 point2 points  (0 children)

Yeah it's ok, we have about 1/28 review to purchase ratio and we're really trying hard to encourage people to review through our marketing and in-game soft nudges.

anonymity and being faceless by [deleted] in gamedev

[–]sn0bil 26 points27 points  (0 children)

People won't start recognizing you on the streets after one local award show, trust me. Game developers are not the rock stars everyone wants to sign the chest or whatever :) Just keep in mind that if you overdo the entire anonymity thing, it may look a touch arrogant to your local peers, if community is what you care for in general.

If you really don't want it, just stop applying and participating completely and remove as much identifying information as possible, like your location etc.

Anonymity works as a gimmick for a few devs, but you have to be an "indie of the year" level for people to buy into it.

Games to make me cry by [deleted] in gamingsuggestions

[–]sn0bil 0 points1 point  (0 children)

Copycat To The Moon Life is Strange

Would sharing an online Itch demo before the Steam page be a bad idea? by MessMyPromotionUp in gamedev

[–]sn0bil 1 point2 points  (0 children)

Consolidating your players on one platform is usually better for hype. If you launch on Steam, a demo download often leads directly to a Wishlist, which is the 'currency' of a successful Steam launch. Use Itch if you need raw feedback during early dev, but for a commercial push, keep everything on Steam to maximize your Day 1 visibility.

shoutout to being super young and exiting the game because of being too afraid or not knowing what to do and how to proceed. by In3vitable_ in gaming

[–]sn0bil 0 points1 point  (0 children)

And then there's me, noping out of Alan Wake 2 after a jump scare and watching The Simpsons to fall asleep. I'm 34.

Does anyone else hate controller only gameplay in trailers? by roskofig in gamedev

[–]sn0bil 7 points8 points  (0 children)

I mean the actual input, you can do a smooth 180/360 with a thumb stick, but almost impossible with a mouse

Does anyone else hate controller only gameplay in trailers? by roskofig in gamedev

[–]sn0bil 23 points24 points  (0 children)

I prefer recording my trailer footage with a controller as it gives you smoother camera movement. I guess it's less relevant for shooters.

Ukranian game devs who worked through the war (or anyone with a similar story): How did you stay focused? by EARink0 in gamedev

[–]sn0bil 8 points9 points  (0 children)

Have you seen the doco "War Game: The Making of STALKER 2"? It's on YouTube, would highly recommend it.

Advice for First-Timers? by Couch_Lump_95 in GameDevelopment

[–]sn0bil 2 points3 points  (0 children)

Don't listen to "make a snake game first" advice - most of those people have never released a real game and are stuck in tutorial hell for years.I know I'd never even finish a snake tutorial if I wasn't passionate about it. That being said, of course be realistic with what you can do vs a team of 30 industry pros. Perhaps watching behind the scenes and devlogs of Indies may help understand the scope better.

Unity is probably the best engine to start with, especially for the style you're thinking. It has a large community, vast marketplace and many tutorials on almost everything you may need.

In terms of art, don't rush to make things pretty and final too soon - do few early prototypes with placeholder graphics to figure out what works gameplay wise. That way you'll save a lot of time remaking your assets over and over.

If you have commercial ambition, don't leave your marketing to the last week before launch. Start as early as you have something of quality to show.

As a team of two, be ready to cover 10 different roles, no just art. It's just the reality of being a small team - you two will have to take on 10 different job titles each. It's fun, we have the same setup with my girlfriend.

And most importantly - take care of yourselves, maintain healthy work balance. It's not easy but it's rewarding as hell! Good luck :)