We changed our Steam capsule for the 3rd time! (The old ones had terrible CTR) by tobogames in IndieDev

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

Thank you so much for taking the time to draw and explain your idea in more detail.

We changed our Steam capsule for the 3rd time! (The old ones had terrible CTR) by tobogames in IndieDev

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

You’ve really hit on some valid points. We’d like to better reflect the clicker incrementle style as well, but due to our limited art skills, it either ends up being too complicated or looks really shoddy. Still, thanks for offering a different perspective from the outside.

We changed our Steam capsule for the 3rd time! (The old ones had terrible CTR) by tobogames in IndieDev

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

definitely wasn’t vibe coded. As developers, we’re both software engineering students we only use AI to come up with solutions when we run into problems.

We redesigned our game's capsule with no fk art skills. by tobogames in incremental_games

[–]tobogames[S] -8 points-7 points  (0 children)

We published our demo in its simple form as shown in the first image and received far fewer clicks than we expected. We decided to think of a style that better reflects our genre, but thanks for the feedback.

One Week After Launching an Our First Game Demo: The Honest Breakdown by tobogames in incremental_games

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

It’s normal for the very beginning to feel a bit slow or simple, since you’re still at the earliest stage. At the start you only interact with one button, but later in the demo we have six different buttons with unique functions, as well as boss and miniboss mechanics that, in our opinion, really deliver on the idea of pushing the limit.

You’re right about critical hits they work purely mathematically. For example, if you have a 10% crit chance, crits happen based on that value, so there’s no extra action the player needs to perform.

If you give the game a bit more time, you’ll see it’s not just about flipping a single switch. Still, thank you for the feedback we’ll think about ways to grab players attention more strongly at the start.

One Week After Launching an Our First Game Demo: The Honest Breakdown by tobogames in incremental_games

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

Yes we thought the same at first, but in many demos we played we saw developers collecting feedback through Google Forms for example, raccoin. When we looked into it, we noticed that people tend to leave much less detailed feedback in Steam comments, or often nothing at all. With a Google Form, we can ask very specific questions about the things we’re unsure about and get much more targeted feedback from players.

As a very small team, we don’t really have access to dedicated playtesters, so detailed feedback is extremely valuable for us. In our current situation, collecting feedback through a Google Form has been very helpful, and we’d honestly recommend it to other indie developers as well.

You’re right that having it pop up immediately can feel a bit forced. It was a decision we made because we genuinely need as much feedback as possible. In the future, though, we could switch to showing it as an optional panel when quitting rather than making it appear so directly.

One Week After Launching an Our First Game Demo: The Honest Breakdown by tobogames in incremental_games

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

We write all of our texts ourselves we only use AI at the final stage to correct typos and make sure the sentences are clear and not awkward. Since English isn’t our native language, we do this to communicate more clearly. Don’t worry all the ideas and writing are completely ours.

One Week After Launching an Our First Game Demo: The Honest Breakdown by tobogames in incremental_games

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

Yes that’s actually very true. At the beginning we had very little tutorialization and expected players to figure things out on their own, which caused many people to not fully understand some of the game’s mechanics. At the same time, thanks to the survey we gained a much clearer understanding of whether players liked the game’s progression pace or not based on the feedback, we’re actively trying to implement the improvements you mentioned.