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Chard
18.5K posts

Chard
@animtree
making games
Newry, Northern Ireland Katılım Ekim 2009
1.7K Takip Edilen2.8K Takipçiler
Chard retweetledi

Wondering if you'd like to see this effect included in the Unity Shaders Bible SE. What do you think? 🔗 jettelly.com/store/the-unit…
#gamedev
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two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing
it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average
worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count
on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days
steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people
the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected
WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough
my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to
often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible
start building your community early, like a discord server so people can reach out to you and you connect with your players easier
the more feedback the better
one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most
don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work
players care about having fun more than anything else, simple graphics can still work if art style is coherent
it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun
you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall
one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly
TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game

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@equal0001 You want a spline drawing tool. Create a slice of the road, and extrude it along the spline with automatic UV mapping. Then instance the street lights, barriers etc. along the edge of the track as needed. It’s a fairly simple problem, you will find plugins for all major software
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@Case_Portman It makes it behave more like old Twitter. People who followed and interacted with my stuff stopped until I got the checkmark
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BIG NEWS! ⚠️
Dungeon Clawler is joining Apple Arcade as Dungeon Clawler+ TODAY! 🍎 🕹️
If you have been thinking about getting an Arcade subscription AND want to support our indie studio, make sure to sign up via this link 👇
apple.co/4p0yzpN
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money is jut a concept but "Wheel World" is conceptually less than a Hamilton right now
Wario64@Wario64
Wheel World (Steam) is $9.34 on Gamebillet buff.ly/Dds3JTl #ad Deck verified also on Game Pass Premium
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@WojtekWitowski Right because it feels more professional. But honestly whatever you can pull off! Game art is a marathon.
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Before we let this thing loose in the wild, I wanted to do a final showcase of what you'll get for FREEEE. Like, really free.
No servers running♨️ just #threejs on your computer and:
-webGPU SDF sculpting.
-client-side retopology.
-uv & texture baking.
Hit save and the exported 3D model is yours to do whatever you want with.
We still think our real-time AI and 3D gen is going to be super useful, and of course it will cost mooney.
But we also think of AI in this app as a boost. The base is your 3D, how much of a boost you want is optional and up to you.
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I made some changes... Added some cool lights and repainted the textures. What's the vibe you get from this?
#pixelart #gamedev #indiegame #wip #lethestation
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@danyagonsales @giucapan @AMazeFest This really hurts my eyes, as a person who doesn't have PSE.
Giving the PSE in a strobing colour is the ultimate slap in the face.
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Working on the first post-release update for ANABASERS.
Menus, save system, bug fixes, restored content, and a few new secrets.
Current version is on Itch:
danyagonsales.itch.io/anabasers
#TrailerTuesday #indiedev #gamedev #ue5
@giucapan @AMazeFest
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Just finished up a quick teaser for my latest Zombie asset!🥳 Took around 4 hours to polish the environment, camera angles, and animated movement tracks.
#3DArt #UnrealEngine #Unreal #GameDev #zombie
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