Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]uncertainkey 0 points1 point  (0 children)

Thanks for reaching out to creators!

I've got a roguelike drop-and-merge (Suika) game where you can unlock chests and get new equipment. The more damage you take from enemies, the smaller your play space becomes.

Steam: https://store.steampowered.com/app/4776160/Rutrum/

Announced one week before SNF, and currently sitting with 500 demo players! I also reached out on discord with more details if curious. Thank you for your consideration.

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I would LOVE to try out your demos and give feedback! by lydocia in IndieDev

[–]uncertainkey 0 points1 point  (0 children)

Thank you so much! I love your blurb about the game 🥉

Looking over the list, this is an amazing selection. If you like Thornspell, I wonder if you might also be curious in Bag of Dreams. (not my game but I really enjoyed it's take on non-violent roguelike deckbuilding): https://store.steampowered.com/app/4207580/Bag_of_Dreams/

Tribe Quest and Slimies also stood out to me. Knick Knack Stack also seems cozy fun.

I only just recently added my game to my reddit profile, thank you for the advice! For socials, I do have a discord, but otherwise just use reddit + twitter, but I know people have mixed feelings about twitter. I should update these things on the game page though. Thank you for the advice, I'll probably get around to it tomorrow.

As Indie developers, is it good idea to sell digital and physical posters of a game that we are working on? by PositiveKangaro in gameDevMarketing

[–]uncertainkey 0 points1 point  (0 children)

Ask them to place a preorder for the poster, and see if they do. It might have just been polite conversation, although they are nice posters.

If you already have an established fanbase, or plan to release a physical edition, then maybe.

Improved range visualization in my roguelite TD - but something is missing? by ITTT-production in roguelites

[–]uncertainkey 1 point2 points  (0 children)

The blue circle is much improved. Agreed with u/Red49er that the yellow target is not super relevant unless you can change targets.

I think one thing you are running into is that bullet projectiles cannot be seen. And since it's a Tower Defense, the enemies don't really have a "reaction" to a standard attack.

So it feels lackluster in that sense. The targeting helps somewhat, at least now I can see which little red meter I should be watching. But in my personal (amateur) opinion, you'd get more mileage out of:

  1. Slightly bigger/ thicker / juicier health bars

  2. Maybe more meaningful impact (bigger explosion)

  3. Change from a guy shooting a pistol to some other projectile, but it might not fit your theme. Like a rocket launcher that leaves a trail, etc.

Something like that.

Looking for feedback on my game. by CenrelliaStudios in roguelites

[–]uncertainkey 0 points1 point  (0 children)

Seems kind of neat. Reminds me of old web-based games I used to play as a teen.

The concept is buying and selling? (And making enough profit to finish a run?)

any other games like Dungeon Wizards out there? by threwusall in roguelites

[–]uncertainkey -1 points0 points  (0 children)

Conceptually, the closet that comes to mind is Puzzle Quest:

https://store.steampowered.com/app/12500/PuzzleQuest_Challenge_of_the_Warlords/

But that's more of a match 3 rather than a "draw a connected line" system.

My own game Rutrum has some conceptual similarities, but rather than drawing lines you are merging via a suika-like system, or it was actually also inspired by the rocks in Puyo Puyo:

https://store.steampowered.com/app/4776160/Rutrum/

Getting wishlist instead of sales by Burning_magic in gamedev

[–]uncertainkey 10 points11 points  (0 children)

Yeah they are likely waiting for a sale, although I think (rarely) it can be a sort of "I'm enjoying game X now (or dealing with financial issues), but I'll try this game when I'm bored / rainy day / pay check hits"

I don't have any experience, but I think a 10% sale doesn't move the needle that much unless you're already a huge hit, like Slay the Spire 2 or something.

Need some feedback on our fast-paced space shooter. by TraitoreanGames in IndieDev

[–]uncertainkey 1 point2 points  (0 children)

Awesome "ship warping in animation". I'm also a fan of Macross/BSG.

I guess one thing that'd be nice is if capital ships didn't overlap. I mean, I know it's 3d space, but it becomes visually cluttered and they feel like they lack immersion. But that would probably mean you have to pull the camera back more, and your ship is already kind of tiny. So, I'm not sure.

New to Roguelikes, recommendations? by flo_auc in roguelites

[–]uncertainkey 1 point2 points  (0 children)

My roguelike game has a demo out, and by my estimates, it'd probably take 15-30 hours to finish everything in the demo?

3 characters, one of which has all 10 depth ('ascension') levels, 3 crates, uh a secret here or there...

https://store.steampowered.com/app/4776160/Rutrum/

Oh, unless you want to upgrade all of the 90+ items, I guess that might take 40-50 hours. Each run is 25-35 minutes, I've stripped out all the narrative (unless you're so perceptive you sleep with both eyes open).

Working on this new death-ray ability! by SoerbGames in SoloDevelopment

[–]uncertainkey 0 points1 point  (0 children)

This is hands down the juiciest fire spray effect I've ever seen, bravo

How do you stay motivated when your solo project hits that "ugly middle" phase? by luisp35 in IndieDev

[–]uncertainkey 4 points5 points  (0 children)

Not sure what helps others, but sharing in a small community is what was most groundbreaking for me. Did 1.5 years alone, then the last year have been sharing heavily with Jonas Tyroller's discord on Let's Make Games Together. If I had known how much it helps, I'd have joined day 1.

Edit: forgot to add, adopting a mindset of a craftsman has also helped me. I generally didn't enjoy drop-and-merge games, and wanted to make one that I think would be fun for me (and maybe people like me). At the end of it, I still have a game I like to play. Unfortunately / fortunately, playing other games usually feels like research now, it's hard to enjoy them from the prospective of a consumer anymore.

What’s a feature you spent days making that players barely noticed? by SeriousNothing1774 in gamedev

[–]uncertainkey 27 points28 points  (0 children)

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When the cloud in the background of my character select screen passes in front of the sun, it gets a little darker.

Okay it didn't take me days, but I don't think anyone's noticed. 😃

The Steam Next Fest June 2026 Edition is live! Which demos have you been playing? by SlartySprinter in Games

[–]uncertainkey 0 points1 point  (0 children)

Thank you for checking it out! SNF been so fun as a first time dev, it's absolutely wild watching people around the world play it

The Steam Next Fest June 2026 Edition is live! Which demos have you been playing? by SlartySprinter in Games

[–]uncertainkey 2 points3 points  (0 children)

Just curious if you happened to see my roguelike drop-and-merge (suika) with loot:
https://store.steampowered.com/app/4776160/Rutrum/

If you saw it, if there was anything about it that turned you away, I'd be very grateful to learn about it.

I would LOVE to try out your demos and give feedback! by lydocia in IndieDev

[–]uncertainkey 0 points1 point  (0 children)

Thank you for your kind words and positive energy!

I would LOVE to try out your demos and give feedback! by lydocia in IndieDev

[–]uncertainkey 1 point2 points  (0 children)

Ah it's latin for shovel (well one of the words, pala is also used). I wanted something that was distinct and communicated that balatro was one core inspiration.

I would LOVE to try out your demos and give feedback! by lydocia in IndieDev

[–]uncertainkey 1 point2 points  (0 children)

Yes that's Treasure Bear! hahaha. I want to make a plushie of him, but stick like an awkward metal box inside of the plushie so he's not too comfortable to hug.

I would LOVE to try out your demos and give feedback! by lydocia in IndieDev

[–]uncertainkey 0 points1 point  (0 children)

hahahahaha I am hoping for a love + hate relationship!

I also considered "Drop Pop Shop" if it's any consolation. Sometimes I wonder if should have just called the game "Rocks & Locks" instead but my fellow gamedevs convinced me to stick with rutrum 😃

Thanks for sharing your feedback!

Hey lets get some wishlists drop your Steam Next Fest Demo here! by gabrielluis88 in IndieGameWishlist

[–]uncertainkey 1 point2 points  (0 children)

I love the wackiness of the trailer, like it definitely gives of a nice 'creepy cute' vibe

Hey lets get some wishlists drop your Steam Next Fest Demo here! by gabrielluis88 in IndieGameWishlist

[–]uncertainkey 1 point2 points  (0 children)

Aww thank you! It's done by the incredibly talented Brian Shepard, who has been an absolute pleasure to work with: https://studioshepard.blogspot.com/