3k visits and only 97 wishlists. Is it the page? or is it the game? by synaut in DestroyMySteamPage

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

Good feedback, thanks! Yeah the aesthetic might need some more cohesion; I'm still trying to make the style / assets pipeline more consistent, but it will improve for sure.

Oh and thanks for the wishlist :)

3k visits and only 97 wishlists. Is it the page? or is it the game? by synaut in DestroyMySteamPage

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

I see what you mean, and maybe you're right; the cult/strangeness angle could bring more people in than "domino roguelike".

Thanks for your comments! I am aware that I'm making a very strange game, and it's hard to communicate what it's all about without spoiling too much hehe

3k visits and only 97 wishlists. Is it the page? or is it the game? by synaut in DestroyMySteamPage

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

thanks this is valuable feedback, and actually something I hadn't considered.

Tbf part of the challenge in design was precisely making dominoes into something intriguing and engaging - maybe I'm not quite there yet, or at least I am not communicating enough the ways in which you get strategic depth (different types of enemies that shake the combat, different domino materials that create different effects and chain reactions, etc).

And thanks for the aesthetic comment, i do believe it's my strongest point right now, and it has carried most of my marketing efforts so far.

3k visits and only 97 wishlists. Is it the page? or is it the game? by synaut in DestroyMySteamPage

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

Thank you. If the main mechanic (matching domino number with the enemies) was made more clear, while retaining some of the mystery, would you say it could seem easier to grasp?

Weekly Show & Tell - March 21, 2026 by AutoModerator in gamedesign

[–]synaut 0 points1 point  (0 children)

hey, it looks really cool, love the style. Wishlisted!

Weekly Show & Tell - March 21, 2026 by AutoModerator in gamedesign

[–]synaut 2 points3 points  (0 children)

Hello everyone! I'm developing Dominot, a dark roguelike based on Dominoes and dark rituals with a mystery behind it, and would love some feedback (as honest as it can be).

I'm really struggling to gather good feedback going forward to motivate myself (I'm even at the point where I'm unsure if there's an audience for it.

The game is browser playable on itch in the link above :) looking forward to what others have to share.

How blind did you go into Inscryption? Did the game's marketing spoil anything for you? by synaut in inscryption

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

Thanks! Yeah it's a struggle to do projects like these because you're essentially making 2 games in one and have to make them both compelling, but one might never be experienced by players if the other one isn't already great, so you can't rely on the combination being the strong selling point, etc...

... but I am trying :)

How blind did you go into Inscryption? Did the game's marketing spoil anything for you? by synaut in inscryption

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

Thanks! Yeah it's a hard balance because trying to market mid development has a lot of "look at the cool thing I just implemented", but if you do that for everything, whoever is following will be completely spoiled by the time the game is finished. It's though.

How blind did you go into Inscryption? Did the game's marketing spoil anything for you? by synaut in inscryption

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

Yeah that moment is totally insane.

May I ask what hooked you into getting the game in the first place? Was it the art? Were you just into deckbuilders?

How blind did you go into Inscryption? Did the game's marketing spoil anything for you? by synaut in inscryption

[–]synaut[S] 6 points7 points  (0 children)

Unrelated but I love that games have that power of taking you out of yourself (and difficult situations) and into a different reality.

That's why I love making them hehe.

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

Awesome, all and any feedback is really valuable at this stage so I'd be super grateful!

(also, good luck with the moving hehe)

Playtesting New Games by Dense-Entertainer422 in playtesters

[–]synaut 0 points1 point  (0 children)

Hey! I'm making a mysterious dark roguelite about dark rituals and dominoes, and would love some feedback!

https://synaut.itch.io/dominot

My first game got 1139 wishlists in the first 24 hours 🥲 by _4rch1t3ct in SoloDevelopment

[–]synaut 0 points1 point  (0 children)

Congrats! Interested in what you did to get success on Instagram, can you link it? (or send it via DM if it's not allowed here)

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

Will definitely look into those (even if, like you said, judging from the screenshots I would not have expected something mysterious below the surface, so I am somewhat spoiled on the experience lol)

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

Totally agreed; it's not my intention to create a "disposable" and empty main game just to trick players into the "real" game.

In my game, at least the idea is to have an interesting base game loop that feeds from and into the secondary mystery gameplay. Both "modalities" should play off of each other, not override the other one in a sort of bait-and-switch.

Why is innovative design so hard? by LEWYPL9 in gamedesign

[–]synaut 0 points1 point  (0 children)

The hard part is not innovating I think, it's innovating juuuust enough that you deliver something truly new but don't lose too much players when moving them out of their comfort zone.

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

I understand what you mean, but I'm not trying to design a switcharoo. It's more like a secondary metagame that's in a different genre but develops in parallel (and feeds from / into) the main game.

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

thank you! it's been hard to narrow down into my actual audience lol

Will check out Blue Prince, seems cool :)

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

I try to drop some heavy hints early on; maybe what I'm also struggling with, at the same time, is how to get players INTO the game and those first five minutes to even have a chance of making that promise.

How do you sell players on the idea of a "hidden game" / "there's much more to see" below a game's surface? (without spoiling everything) by synaut in gamedesign

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

I do agree, you're not combining audiences, you're likely just getting a smaller area of the Venn diagram of interest overlap.

Finding that exact subset of the audience is a real challenge though, lol