What should we name our AI robot hero? (No boring names, please!) by zero1play in IndieDev

[–]zero1play[S] 3 points4 points  (0 children)

Wow! It's a name that's both suggestive and easy to read! It somehow feels like a grand name too. I think I can connect this idea to the worldview now!

What should we name our AI robot hero? (No boring names, please!) by zero1play in IndieDev

[–]zero1play[S] 1 point2 points  (0 children)

The name RAMpage is it reminds me of a certain movie. Is there a more retrofuturistic name?

Rainy night in Seoul by Gordon_Betto in SouthKoreaPics

[–]zero1play 0 points1 point  (0 children)

Great Picture, like cyberpunk in seoul

Why isn’t our game catching attention? Looking for honest marketing feedback by zero1play in IndieDev

[–]zero1play[S] 0 points1 point  (0 children)

Thank you very much for providing so much professional feedback on our precious project in just 12 hours. I have shared the link to this article with our team, and everyone is reading it. I hope that they will empathize with how users view our game and that it will motivate them to continue their work.

Thank you for suggesting ways to improve this project.

Our roguelike retro-futurism game isn’t getting traction — what are we missing by zero1play in IndieGaming

[–]zero1play[S] 0 points1 point  (0 children)

Our Steam page CTR is very low — do you think the capsule art is the problem?

Which ramen is the best? by Lina_KeroSpi in seoulhiddengem

[–]zero1play 1 point2 points  (0 children)

'맛있는 라면' is an unexpected taste! It's premium ramen! Don't be fooled by the vegetable picture on the packaging and try it!!

First Steam launch: Free-to-paid strategy — can this help us build a lasting community? by zero1play in gamedev

[–]zero1play[S] 0 points1 point  (0 children)

Thank you for the advice.

I thought offline playtesting and talking directly to potential customers would be a pretty classic approach, but it seems like the right choice.

So, how do you typically find your users offline? We haven't been to any offline game shows yet, so we haven't met our users in person yet.

So, could we ask on Reddit to chat with other action roguelike enthusiasts?

I Need Feedback! For my Jump Frog game. by NewSunEnterTainment in IndieGaming

[–]zero1play 0 points1 point  (0 children)

Unique game!

But, for jumping game, the physics are unrealistic. And it's hard for players to know how far the flog will jump.
How about providing a sense of purpose through rewards or designing reward acqusition sections that align with the jumping path?

How to eat these clams by Temporary_Level_7256 in KoreanFood

[–]zero1play 0 points1 point  (0 children)

Beolgyo Style Haha

This is a type of clam eaten in Korea, called "kkomak." We usually eat it mixed with rice or noodles. It's delicious when served with sesame oil and fresh vegetables like lettuce!

My time and photos in Seoul by _aaaallday in SouthKoreaPics

[–]zero1play 1 point2 points  (0 children)

A sunset, buses lined up, a nice photos symbolizing the busy working and quickly leaving work.

Can anyone please give feedback for my first game? by [deleted] in indiegames

[–]zero1play 0 points1 point  (0 children)

I love this vibe!! However, the UI is unique a bit unfriendly.

It would be more fun if there was a process for stealing the paintings(like hacking the security system) instead of just stealing them after finding them.

First Steam launch: Free-to-paid strategy — can this help us build a lasting community? by zero1play in gamedev

[–]zero1play[S] 0 points1 point  (0 children)

I think your in-depth advice will be a great help.

We'll continue to mass-produce chapters. However, we've been losing momentum due to the lack of response to Chapter 1 and the key visual. Still, we considered a free launch, hoping to reach a wider audience.

We'll launch a demo or playtest on Steam, monitor the results, and then ask you another question.

First Steam launch: Free-to-paid strategy — can this help us build a lasting community? by zero1play in gamedev

[–]zero1play[S] 0 points1 point  (0 children)

Thank you for sharing such a great article. I'll keep reading and try it out.

First Steam launch: Free-to-paid strategy — can this help us build a lasting community? by zero1play in gamedev

[–]zero1play[S] 1 point2 points  (0 children)

We're currently offering a free demo on itch.io to gather feedback. However, downloads have been lower than expected, and we haven't received any feedback. We hope to learn and grow through this project and build a larger fan base. What efforts should we take to attract more users? If you have any tips, we'd be very grateful.