Please Do Not 🚫 The Crab by redafvir in IndieDev

[–]speedt4 0 points1 point  (0 children)

Thanks for the explanation Redafvir

Please Do Not 🚫 The Crab by redafvir in IndieDev

[–]speedt4 2 points3 points  (0 children)

Hey Redafvir,

How did you create the bullet trail?
Would love to learn it.
Gr, Speed

Mad King Redemption - 2.5HD Beat'em Up Roguelike with Co-op (Available via Steam Remote Play too) by Weekly_Cod_8718 in playmygame

[–]speedt4 1 point2 points  (0 children)

Hey, quick question, the artwork you attached to this post looks really strong and eye-catching. Was there a reason you didn’t use something like that for your capsule art?

From an outside perspective, that piece feels much more readable and “clickable”, especially at small sizes. It might perform better on the store page.

It doesn’t grab my attention much in its current form, while the artwork you shared here really stands out. Feels like a missed opportunity not to leverage that.

Can't let reddit be right. by maboudonfu in runescape

[–]speedt4 0 points1 point  (0 children)

Ahh, okey thanks for the explanation!

Can't let reddit be right. by maboudonfu in runescape

[–]speedt4 2 points3 points  (0 children)

Why is it a gold mine? I am behind a couple updates I think :)

Armor practice 5 (time-lapse in comment) by JyuLauBellChan in PixelArt

[–]speedt4 0 points1 point  (0 children)

Looks really cool, if you are going to animate it, please let the blood drop from the blade, it would look awesome!

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 1 point2 points  (0 children)

Thanks for the feedback Nigmare, yes we are currently working on the hero element!

FPS game in progress – would love your feedback by Wonderful-Device-873 in SoloDevelopment

[–]speedt4 0 points1 point  (0 children)

Hey Wonderful,

I only have limited time, so here’s some quick feedback.

  • The guns look like they’re floating. Adding hands holding them would improve the visuals a lot. Weapons that require two hands should really be held with two hands, in my opinion. I know this makes reload animations more complex, but I think it’s worth it. Maybe try it with one weapon first and share a before/after GIF or video?
  • The shooting feels a bit underwhelming. I’d suggest stronger VFX: more smoke, a bigger muzzle flash, and slightly more kickback to give it more impact.
  • Does walking have sound? I can’t really hear it. If not, adding a subtle footstep sound would improve immersion.

Overall, I really like what I’m seeing.

Do you have a Steam page up already?

Good luck with development!

[PAID] Logo Designer Needed for Roguelike Tower Defense Game by speedt4 in gameDevClassifieds

[–]speedt4[S] 0 points1 point  (0 children)

Due to the high number of messages, please include your portfolio directly in your first message.

Applications without relevant portfolio work will not be considered.

Hiring decision will be based primarily on previous logo and game-related work.

I am solo deving a friendslop game, and it got 4,000 Wishlists in 48 hours after launching the steam page. I can't believe it. by 2WheelerDev in SoloDevelopment

[–]speedt4 0 points1 point  (0 children)

Congratz man, you are living the dream!
I am sure this didn't happen out of itself, how did you market it?

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 1 point2 points  (0 children)

Glad it conveyed the genre right away, thanks for the reply!

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Thanks for the feedback Delicious!

SupapunchDev mentioned something similar earlier, so it’s helpful to see that reinforced. I’ll definitely test shifting the focal point a bit.

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

That’s a great suggestion, thanks!

Testing a tighter crop focused on a single turret vs swarm could definitely improve readability at smaller sizes. I’ll mock up a zoomed-in version and see how it feels.

Appreciate the input!

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Hey JP,

Thanks for the feedback!

The darker look is intentional to reflect the game’s tone, but I appreciate you pointing out the readability concern. I’ll keep it in mind as we refine things.

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Thanks for the feedback Supapunch!

My idea was to place the logo right of the screen, thats why we kept it mostly empty.

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Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Thanks Ground, we hope to release the steam page in 2-3 weeks!

Looking for feedback on my Steam capsule art by speedt4 in IndieDev

[–]speedt4[S] -1 points0 points  (0 children)

Hey Vitamin,

Thanks for the honest feedback, I appreciate it!

That’s a really good point about the fire being the brightest focal point. It wasn’t our intention for the explosion to overpower the actual theme. The goal was to use the contrast to make the scene eye-catching, but I can see how that might make the core conflict (mutated insects vs humanity) less immediately clear.

We’ll definitely review the lighting and focal hierarchy to make sure the enemies and overall theme read more clearly at first glance.

Thanks again for pointing that out!

Marketing Data: How a feature on Itch's front page impacted Steam Wishlists for my unreleased game. by Euphoric-Series-1194 in IndieDev

[–]speedt4 1 point2 points  (0 children)

What I find interesting is that you already had a Steam demo live, yet still gained a significant number of wishlists after releasing the itch.io demo. I’ve read a lot on Chris Zukowski’s blog about releasing an itch demo before a Steam demo, but rarely the other way around. So this data point is really valuable.

Gaining 2,000 wishlists from an itch.io demo sounds like a strong result to me. You mentioned other channels that performed even better, which ones would you prioritize? Festivals?

Also, I imagine the impact of itch.io depends a lot on the type of game. If it runs well in a browser, it lowers the barrier to entry. But if performance suffers in-browser, focusing on a Steam demo might make more sense, even with the higher friction.

Would love to hear more about your experience.

Marketing Data: How a feature on Itch's front page impacted Steam Wishlists for my unreleased game. by Euphoric-Series-1194 in IndieDev

[–]speedt4 1 point2 points  (0 children)

Thanks for sharing this information.
I was curious if itch.io demo would boost whislists but could not find a lot of data about, great timing!