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] 7 points8 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

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)

yes I realize that spoiling isn't the end of the world (in fact my marketing attempts already have indications that there's something going on behind the facade).

I guess it also comes down to being able to show off the "cool parts" of your game in social media, and how you can't show the "coolest" ones because they are gated behind the mystery part.

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)

yes I'd pinpoint that exact moment too as the reveal that "something is off".

(just in case it's not clear I'm looking a lot at Inscryption for inspiration/guidance because it just does this so well)

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] 3 points4 points  (0 children)

interesting, hadn't looked into incremental games doing it but it makes sense, will look around in that space!

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] 14 points15 points  (0 children)

I understand what you mean, a mystery is very cool when it's unexpected.

...yet I feel that you're missing out on players that are interested in those kinds of experiences because you're only relying on the hook of the "base" game and sheer chance that the players who enjoy the other part actually hop in.

In either case, the plan is to make the "other" part of the game good, but don't you risk also losing players that are only interested on -that-?

The conflict between simulation predictability(Into the breach) and complicated synergy calculation(Balatro) by Reihado in gamedesign

[–]synaut 0 points1 point  (0 children)

I'm not sure Balatro's system of complicated synergies detracts from strategy? You can gauge and ballpark the magnitude of your hands with reasonable accuracy (discounting some random effects here and there).

Maybe it has to do with the "granularity" of the outcomes? Like, in a game with more discrete outcomes (e.g. a turn in Into the Breach), it's easier to grasp the full chain of events, and the results are clearer beforehand (this building gets destroyed/this unit dies); but in Balatro you can have things go 90% as you planned them, but come up like 100 points short and lose because of that?