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Contentato
Jan 19, 2023

yay [short tooting]
Hey yall. I made a game and released it publicly last year. I love my game, it's a lot of fun, I have a few loyal players. It was a major accomplishment, I diddled with making games most of my life, and finally dug in and did one. Took the advice of start small and built a puzzle game - it still took like 8 months to get to a finished state not including all the business stuff. I did some promos, streaming, public beta, all that stuff. I haven't done much with it since release, but for 2023 my plan is to get more people to play it, cause I love talking about it. I'm super proud of it.

The game's called Solquence, it's a phone game I made using Android Studio and some archaic knowledge from a 'game programing in Java' book I read 20 years ago. I made this video during the beta to show it off, its a lets play https://www.youtube.com/watch?v=RV_Ad1Q9oME

Programmer Humor posted:

I'm going to make a video game, wish me luck.

You got this

Contentato fucked around with this message at 20:58 on Jan 22, 2023

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Contentato
Jan 19, 2023

yay [short tooting]
Yeah the effects look really cool. Seconding the recommendation to use the builtin particle system in Godot, you could probably get something pretty close to the output you have there with the right amount of tweaking!

Contentato
Jan 19, 2023

yay [short tooting]

KRILLIN IN THE NAME posted:

Made a really annoying enemy

- jumps away from the player if they get too close while facing it
- charges and runs at the player if they face away from it
- gets knocked back by the player's sword so you can't easily stunlock it
- jumps over the player if you back it up against a wall (and attacks behind them)

slowly getting work done on a second dungeon, planning for it to be one where you get a hookshot/grappling hook type item (which makes dealing with this specific enemy a lot easier)

I dig this enemy design. Especially the jump to avoid being stuck against a wall. Nice and annoying.

Contentato
Jan 19, 2023

yay [short tooting]

dhamster posted:


Finally released that art update I've been posting about. Still an early pass on everything but I think it looks pretty good!

Whoah! What engine did you build this in (and how did you manage the multiplayer?)

Contentato
Jan 19, 2023

yay [short tooting]

TooMuchAbstraction posted:

https://twitter.com/byobattleship/status/1622596317041278976

Three and a half years to get to this point, but it's done! I got all of four hours of sleep last night, which is making it a little hard to appreciate. Hopefully that'll come later.

Wowee. Congrats on making it to the finish line!

Contentato
Jan 19, 2023

yay [short tooting]
I put up a new promo for my game this morning. The content is based on real life events, that is, my brother plays the game a lot. I'm approaching a year out from publishing and had to decide if I was going to try marketing harder or let some of my store listings expire. Decided on marketing!

What do y'all think? https://www.youtube.com/watch?v=cpMsT1aZQAg

Contentato
Jan 19, 2023

yay [short tooting]

TooMuchAbstraction posted:

Marketing is hard! And trailer-making takes a lot of practice. You have a fair amount of work to do on this one, I'm afraid. I dropped out of that video after 30 seconds, which is at least 20 seconds longer than I would expect the average viewer to stick around. A few notes:

- You have to hook the viewer ASAP. Show them why they should care. They don't care about you personally, how long you spent making the game, what your studio is called, etc. Get their attention, give them a reason to stick around.
- You gotta get a better voiceover. Do it yourself instead of using a machine. Nobody likes to hear their own voice played back at them, but I guarantee you sound fine (...uh, assuming you aren't mute, at least), and you'll emote way better than the robot will. Or hire a professional voiceover; they're honestly not that expensive.
- Juice your game's visuals. Add some particle effects, gentle animations, etc. You don't need to turn it into a Vlambeer game, but more feedback will make the game more satisfying and will also make it into a more interesting video.
- Is this a mobile game? Remember the display you expect people to watch this video on. You showed some screens with tiny text. I can't read that. Actually, showing text to communicate something in a trailer is a dodgy prospect altogether. If you must, rig an SMS conversation with your brother instead where he complains about spending too much time playing your game. People are familiar with how to read those already.

Hey! Thanks for the feedback. I guess it would make a difference or not that my game's been out a year, and at this point I'm just trying to get it seen more, since annual renewals for license fees are happening and its made me reevaluate how much time I spend on new game dev vs what I've already invested in my first one (this one).

As far as juicing it, I don't think its that kind of vibe. It's quiet, its slow, its thoughtful, there's no time limit. My obsessed bro plays it when he's stuck on conference calls for example. I understand that might limit me, but I get to be choosily artistic since this is a hobby and a labor of love (a serious hobby, but still, I've got a day job). Also, make what you love, right? Artsy!

For the voice, sure, I've done that before, I just figured lets try to see if the tiktok simulation makes it seem more viraltastic. I think you're right. Also yeah its mobile, but it runs on Windows too. Anyway, this was kind of a random advert. This was my original trailer which I think 'popped' more but like you said, marketing is hard -> https://www.youtube.com/watch?v=unQBHSf7oFY

j.peeba posted:

It’s not bad but not great either. I would release it now though (put it on Tiktok!) and then work on making the game appear more juicy and do another trailer in a month or two. Nicer visuals, more bang and boom on the effects (both visual and audio) and then for the next clip make the tempo tighter. Get to the gameplay sooner, preferably immediately. Show a basic move or two and then a huge combo which rewards the player and the viewer with greater fireworks and fanfare. Half of the clip is spent on the brother story which IMO can work but the idea needs to be squeezed down into 10 seconds. The gameplay itself does look fun and as a concept the template of quickly explaining what the game is about and how works is a keeper.

Edit: I would be REALLY tempted to reconsider the name of the game too. I’d unashamedly put ”poker” somewhere in the title for app store search optimization. You want everyone searching for poker to stumble upon the game!

Hey, thank you also for the feedback! It's on tiktok, thanks. Same answers though, this game's out. Thanks for the thoughts - I could def get 'poker' in the description on the store, I do always tag it with that, for what its worth. I love the name Solquence though. Again, just being a choosy artist. I like that its the only hit for that word on Google. Same reason I went with the studio name. Incidentally, the game started out as a falling blocks plus poker idea. I love what I ended up with so much more.

I really think the real thing I need to do is somehow get it in front of the audience. Sharing with devs gives me insight, but I think like, one dev out of the hundreds or thousands that's seen it has gone further than saying it looks good and actually tried it out (and liked it, and gave me some great specific feedback). Everyone else that's played it has not been a dev, or even dev adjacent. I get it though, I almost never play anyone else's stuff, even when it looks exceptionally cool.

I do feel kind of uncomfortable just joining into random groups or threads online and saying 'hay yall try my game' cause I know how I'd feel if I was them. But advertising doesn't seem to be worth it unless I'm doing it for free, based on everyone's general estimates of return on something that costs only five bucks on the store. Marketing is hard. What are y'all doing? Thanks again!

Contentato
Jan 19, 2023

yay [short tooting]
Hey everyone. Thanks for the detailed responses. I don't get this level of feedback anywhere else. I really appreciate it. I'll respond to everyone who gave advice! Paraphrasing for readability, original posts linked.

j.peeba posted:

Make the game juicy, try getting featured

I have for sure thought about giving it an upfit, but that would def be a complete rebuild. I ended up with this game by after 20 years of flirting with game dev, deciding to sit down and actually make one, start to finish. I didn't even have the goal of publishing it - but like halfway through the build I realized I was actually on to a pretty drat great game. I wasn't expecting to prototype something actually good, and I targeted a simple puzzle game cause that's what everyone's advice is for beginners. But I didn't want to also learn modern tools on top of learning everything else. I went with what I knew (Java and a manual game loop). I talked to devs and started learning more, and now that I've got some Godot under my belt, I shudder to go back to Android Studio and libGDX and try to make Solquence better, instead of just starting fresh.

But, I'm still drat proud of it, and even though it had been years since I did any digital art, my wacky technique of drawing on paper, scanning, vectorizing, and basic fills ended up looking pretty okay. Animating with those tools is manual though, and I can see how much better I could do if I did a re-do. My next one's going to be pixels, with a lot more concentration on look and feel and I'll focus heavily on making sure there's some catchy visuals and what not right out of the gate to make marketing that much easier. I learned *a lot* from this project. I just don't know if I can build it all over again. It works well enough that people like my bro will play it for hours and hours on end. That's what I was going for. I'm not defensive, you are.

deep dish peat moss posted:

Being the only search result isn't that great. And then a lot of amazing marketing advice. I am clearly professionally trained. Put Poker in your description. Also I looked at your website. Press releases are a good option and they're cheap.

Your post was an amazing deep dive. Thanks so much. I'll incorporate some of this advice. One thing is, I really don't think dipping $50 into advertising will get me $50 back. Do you have any reason to disagree? If my game looked more flashy, more polished, then *maybe* but honestly, I think my best bet is to find online communities who would give it a go if they saw it. The game's small fanbase is mostly not gamers. Which I guess is a lot of mobile players these days, but still, I only know gamers online. Gonna try to find some pinterest communities of people looking for poo poo to do on the train and what not I think. Your advice is really appreciated though. If you thought advertising could help, I'd consider it! (What about an SA ad, would that just be pointless?)

TooMuchAbstraction posted:

What would you say you're doing here?

Looking for validation, pretty much. I could have gone into the industry if things had been different, and I also could have been an artist, or a screenwriter, or many other creative professions. I just ended up doing websites and computer administration. But I love hearing people tell me my poo poo's good. And I love entertaining people. So, even though this will never be a full time job, its been a wonderful experience and I'm not planning on stopping. Started a new one already, love the process, love having a game on the stores, just wish more people would play it cause then I'd get more of that sweet validation.

deep dish peat moss posted:

Get people to talk about your game instead of asking them to play it. Add a new feature, then discuss.

Leaderboards are a big one, but it has been such a slog to learn everything up to this point. Looks like I'd have to learn two more systems at least. I did this to myself, listening to my friends with iPhones, I ended up doing at least twice as much work as if it was just on Android. I don't know if I really want to dig anymore down that way, with less than 50 people installed. If it got some popularity, yeah I would figure it out. I realize that is chicken and egg. It's why I started trying to do some more ads though. Yalls advice is giving me some good direction to go in.

TooMuchAbstraction posted:

Play everyone elses stuff too, don't just push your own game

Yeah, I am guilty of this. Does this thread (or one of the others?) have a pinned list? I'm genuinely curious. So many channels of people sharing their stuff in long threads, and nobody responding. Its why I think I need to find some non-dev groups out there. I thought SA was a good choice, but here I am in a dev thread...

edit: ^^ doors are hard man

Contentato
Jan 19, 2023

yay [short tooting]

j.peeba posted:

Make no mistake, what you have already accomplished is a HUGE achievement. Making an entire game that’s not only playable but fun enough to be addictive is incredible.

Thanks! I am genuinely proud of it. It feels good to have it as my first game, feels like I started on a good foot.

leper khan posted:

Numbers on mobile are even more disheartening. Something like 3-5x number of new releases compared to steam. Paid game stats are extremely sad, and the capital requirements to drive users for free games are absolutely insane. You can get help with a publisher, but many of the mobile publishers that will do deals with indies are extremely predatory.

Yeah. I made a free version with ads, but only on Android. Wasn't interested in figuring it out again for iOS. I realize its pretty darn hard to get noticed. I only got the nomination from the GDWC guys cause they sent me an email asking me to enter. I was overwhelmed by the mountains of articles telling me to start cold calling for reviews and what not. Indies who do this for a living are super impressive.


Thanks for the link! Exactly what I was hoping to find.

Contentato
Jan 19, 2023

yay [short tooting]
So I reconsidered y'alls advice on Solquence. Went back over it with a critical eye and decided it would be worth it to me to give it another pass. I ended up with a long list of things to update, change, or replace and got going. I wanted to get some of your thoughts on the direction I'm going with some layout and visual changes.

Stuff I did so far: Made the title and text elements a larger. Rounded the card corners off. Replaced the empty space graphics with a more subtle look. Stuck a counter on the deck. And then I added a wood texture to the frame, and a green felt texture to the background to suggest a gaming table. Going to redraw the card back (I was never really happy with it) and figure out how to make the indicator look good. Also going to replace the undo button, make it bigger, and put the sound button on the main screen instead of the game screen. What do y'all think?

Old design


New design

Contentato
Jan 19, 2023

yay [short tooting]

Hammer Bro. posted:

I didn't participate in the previous discussion and I looked at the pictures before I read your paragraph. My first thoughts were, "Definite improvement."

Hey, thanks for the endorsement!

Contentato
Jan 19, 2023

yay [short tooting]
Continuing my work on improving Solquence. Here's a few effects I put together. Previously they were just fades to a color. I added some new images and worked out some manipulation for motion. Lots of trial and error involved. How do they hit?

New card placement after level clear


Penalty card placement after not clearing a level


Destroying death cards with a sun card

Contentato fucked around with this message at 16:20 on May 6, 2023

Contentato
Jan 19, 2023

yay [short tooting]

Maxwell Lord posted:

I have now gotten doors to work! Keys too!

EDIT: Okay this is especially funny in the context of the other posts on this page

Nah man doors are hard. Item dependencies like keys are also hard. Nice work!

Contentato
Jan 19, 2023

yay [short tooting]
Gave the Sun card destruction effect another pass.

Old version


New version


The old one looked out of place, I like this one way better. Feels like I'm going in the right direction with the upfit.

Contentato
Jan 19, 2023

yay [short tooting]

j.peeba posted:

I like where this is heading! If you ask me there’s still room to go bigger with the VFX. Bigger clouds, some sparks maybe and so on, all modulated by how big of a combo you pulled off. Definitely a marked improvement though!

Thanks! I'm not closing the book on it, but I am moving on to some other stuff I am anxious to tackle - I'm pretty happy with how its all looking better though.

Contentato
Jan 19, 2023

yay [short tooting]
Been chipping away at my to do list for Solquence 2.0, got a skin chooser to work. Outside of connecting to leaderboards that was probably the most difficult program change, because saving which one you picked broke most everything else. Anyway, got it working! Here's some samples of the two skins I've mostly completed (I'm aiming for five):

'Classic' basically looks like the original just updated to fit in the scheme


'Casino' is my new style


And here's a high score screen, in the new format, compared to the old one


I've got a goal of being done with 2.0 by October, which is around when there's a local show-off type thing. I think I can swing it. I'm looking forward to full time work on the Godot RPG, so I'm eager to see this one through.

Contentato
Jan 19, 2023

yay [short tooting]

This reminded me of Scorched Earth in a happy way. Hope you keep going with it!

Contentato
Jan 19, 2023

yay [short tooting]
That match-3 dungeon fighter is lookin pretty cool.

I took more or less a vacation from dev for the summer, interspersed with real vacations and real life work, but I've been back at it for a good while, so I'm catching up with the thread here. I've been grinding down the many to-dos left on Solquence v2, so I can publish it this Fall and start fully on the next cool thing. Biggest change, I gave up on leaderboards. I know they'd be a great feature for this kind of game, but with the dated system I'm working from, integrating either Google or Apple is more want to put in. But, it gives me more space to juice it up, and I found some hints on how to do tweens so maybe the trade off will be worth it.

I do have a question - if you're looking at this menu and you tap either 'how to play' or the potato logo, and you then end up on either YouTube or your browser, respectively, do you feel a sense of *ultimate betrayal* that I didn't warn you, especially on your phone, that we're going that way, or is that more or less something a modern audience wouldn't look sideways at? I'm thinking about a popup that says 'hold on, this goes to the INTERNET' but then maybe that's more handholding than is needed? Alternatively, I could just throw a visual clue in there, like a video icon or a globe icon. Every thing I add does become skinnable, so its more work on the pile, but I want it to be welcoming.

Contentato
Jan 19, 2023

yay [short tooting]

the holy poopacy posted:

I don't know how representative 40-year-old internet curmudgeons are of your target audience but personally if I downloaded a random game and it directed me to a video tutorial it would probably get uninstalled at that point. Give me words to read you fucker.

EDIT: to be clear it's not the existence of video tutorials that annoys me, it's the lack of alternatives. If there's 1-2 slides with a summary and a link to Youtube then I have no beef.

This is totally fair, and its actually how I ended up where I ended up. There's a tutorial built right into the game, so if you just start playing, it walks you through it, but once in a while I've gotten questions that just aren't tutorial-friendly (and there's just other info that belongs in a guide, like 500 wins you the game, or whatever), so I think a way to expand on some advanced info is a quick video. Its stuff you could eventually just figure out yourself playing the game a while, but I feel like seeing it happen is maybe the best summary? Version 1 had a click-through slideshow but I felt like it was just mostly words that nobody would really read, while a few minutes video may just be the best way to get all of that out there. If someone gets invested enough to wonder about more advanced stuff, anyways.

I was putting together this popup and I was like 'is this too much?' Maybe it's just enough?



Maybe the logo just needs a 'website' label or something.
I guess while I'm on the subject, when you click on the rectangle, it opens up skin choices, but maybe that one just needs a label too.

Contentato
Jan 19, 2023

yay [short tooting]
I went with the 'wait a second' popup pointing the player at the built-in tutorial. There's just not much to my UI. I'll throw it out for testing soon enough once I finish the other stuff that's left on the list, and see if it garners any feedback.

Contentato
Jan 19, 2023

yay [short tooting]
Hey yall. Made a lot of progress on Solquence 2.0 - bunch of invisible stuff, but still good. I think I'm at most a couple months away from putting it up. Here's some visible changes though, I finished all the skins. Here's the main screen and the game screen in each flavor. Along with the flashier animations, these are probably going to add the most visual punch. Next up is to sort through a long list of possible juice I can add. So, how's it look?

Casino


Sun


Death


Cozy

Contentato
Jan 19, 2023

yay [short tooting]

death cob for cutie posted:



finally getting off my rear end

currently in a very bare-bones state but improving by leaps and bounds every day

This screenshot makes me happy. I have a soft spot for Rogue that will never go away :)

Contentato
Jan 19, 2023

yay [short tooting]

death cob for cutie posted:

My hope is to eventually be able to scoop out the python-tcod stuff, or at least the graphics rendering (I will admit some of the numpy-based stuff it's bundled with is useful - I could write my own pathfinder, but I'd rather not right now), and actually make it something that you could play via a telnet/SSH connection. Just Like It Used To Be.

Please post it in here if you do


Your Computer posted:

i have begun work on the villain. i present to you the pirate queen Captain Barbaracuda

I love your style

Contentato
Jan 19, 2023

yay [short tooting]
Hey y'all. Thanks to advice from this thread I spent most of the middle of the year polishing up my game. Version 2 is in beta right now, and if there's anyone interested in giving it a whirl, I'd be glad to add you. I'd just need your Apple ID or Google ID (just PM me) to include you in the beta group on either platform. The recommendations here have been well received, its sparkly, easy to look at, and has *no* how to play video.

This is what version 1 looks like, on itch: https://contentatogames.itch.io/solquence - version 2 is prettier, but I haven't updated the listings yet since I'm still beta. I'd love some other dev feedback, if anyone's interested!

Contentato
Jan 19, 2023

yay [short tooting]
That is totally my jam ^

I wanted to post to this thread specifically that I released Solquence version 2 today, since it was mostly a discussion here that led to me going back and giving the game a good once-over before calling it done. Here's the updated itch page https://contentatogames.itch.io/solquence and the new trailer https://www.youtube.com/watch?v=0seZKtXPURg - thanks for all the feedback. Looking forward to digging into my next project, but excited that more people get to play this one. Thanks!

Contentato
Jan 19, 2023

yay [short tooting]

j.peeba posted:

Awesome. Bought it on iOS! It feels fun and I can tell that there's going to be a lot of learning to do to figure out some better tactics for bigger combos. I'm looking forward to playing more!

I just put up a Steam page for my cave exploration game: https://store.steampowered.com/app/2676110/The_Crevice/ :toot:


Wow, thanks so much! Can't wait to hear what you think of Solquence. By level 10 you should have a general idea of what you're doing, and that's when the game starts to ramp up. Have fun!

The Crevice looks awesome, wishlisted. The trailer is just great, sets the perfect tone of 'oh no' but without overwhelming dread. The reveal of the monsters, the sounds, you nailed it. Looking forward to seeing more :cheers:

Contentato
Jan 19, 2023

yay [short tooting]

Shoehead posted:

I..uh I also wanted to redo my Ui... again...



This is gorgeous. I'd love to see more. Do you have a Steam page up?

Contentato
Jan 19, 2023

yay [short tooting]

Shoehead posted:

Nah not yet, I learned the hard way with my last (incomplete) game not to jump the gun on that. There's a tonne of posts in here about the game if you wanna filter by my posts, and then in the pixelart thread in CC.

Makes sense. Thanks, I'll check them out :)

edit: the animated versions are even better than the still frames. Seriously great. I also like this little guy showing up :iiam:

Contentato fucked around with this message at 20:16 on Dec 8, 2023

Contentato
Jan 19, 2023

yay [short tooting]
Howdy - I made a couple updates recently - I made a capsule image that's more interesting to hopefully get clicks, and I published a demo that's playable in browser so people have a chance to try out Solquence without installing or paying. My next step is to start pinging some online reviewers and see if I can get someone to pick it up.

The demo's right here - works pretty well in a browser window on desktop or phones. https://contentatogames.itch.io/solquence-demo

Here's the new capsule. How's it look?

Contentato
Jan 19, 2023

yay [short tooting]

Hammer Bro. posted:

Looks great!

Makes me think it's a single player game (Solo), evocative of Solitaire (cards), that it will be somewhat challenging (reaper), but also that it's goofy and lighthearted (art style).

Which actually I've got a long flight coming up. Maybe I'll put it on my phone just in case.

Wow, your read of the intent behind the images is dead on. I'm happy with that. And I can personally vouch for it being great on long flights!

Hammer Bro. posted:

I'll also add that until playing it on my phone, I had always read Solquence as Soloquence.

And I feel like I ought to be able to make a straight with King, Ace, 2.

As for making card games, last year I came up with a card game that I was extremely happy with in terms of single-player engagement (https://www.strangehillgames.com/dump/AcePilot.html if anyone cares to see). I still haven't come up with multiplayer rules to my satisfaction, though I'm toying around with the idea of making a digital version that does digital-specific things like boss battles or something; I obviously haven't gotten that far.

But I've been tempted more than once to make a self-training AI for card-style games using evolutionary algorithms that start off making random plays until they determine which plays are more likely to be good in which contexts.

In the case of a deck-builder it would only have to train against the player's current deck, and common loadouts could be cached.

It's the kind of thing I my gut tells me is feasible on modern computers and my brains tell me it's science time but my wisdom, wherever that resides, tells me to make a good (multiplayer) card game first.

Yeah, that's the most common feedback, that aces should be low (and that you could use them to wrap around kings to twos). I'm going to keep saying it seems well balanced in terms of difficulty for now, but if I hear this enough I may just cave in.

That game looks pretty complex, it seems like it would work well digitally with all the math involved. Nothing wrong with a good single player digital card game, I always say :v:


KillHour posted:

I saw this in thumbnail on my phone and I couldn't read the text until I made it bigger, which tells me you need to increase the contrast there.

Ah. Solid point, I should make the text a little brighter, since I made the background a bit darker. I can see how it would get washed out.

Your Computer posted:

i've got another friend who's been thinking about making a card game and now i'm thinking about making a card game too. is this the card game season? :iiam:


it got me thinking about something - how do you actually go about designing ai competitors for things like card games where there's a lot of luck/chance involved? i was also looking recently for some quick basic card games to play on my phone ( :corsair: ) and noticed that the majority just have online play, presumably because it takes effort to make ai opponents. i ended up not getting any because they were all completely ad-ridden as well but my takeaway was that i want to learn more about card game ai :v:

If its card game season then I'm right where I need to be

I can totally recommend a single player offline game for you :v:

edit: I maintain that while Solquence eventually is unwinnable, the strategy gets pretty deep the further along you go. Someone's made it almost to level 350 which is bonkers considering the difficulty curve

Contentato
Jan 19, 2023

yay [short tooting]

Your Computer posted:

lmao i feel like an rear end in a top hat now i looked at the itch.io page but didn't realize there are just straight up phone versions :pram: awesome!

Yeah! Android *and* iOS. I went all out

Hope you like it :3:

Contentato
Jan 19, 2023

yay [short tooting]

Hammer Bro. posted:

I haven't played too much yet, but I feel like the degenerate strategy is to maintain one row per suit and let them clear out by flushes.

Sure you slowly accumulate reaper cards unless you get lucky (haven't done the math there), but it'd take 30 rounds or so (I forget the grid size) before those reapers even start to impact you.

It's possible more strategy results in more success but it's not clear that more strategy is needed until the board becomes tight, which makes me worry that without some start-on-level-20 mechanism the early game might become tedious.

Also if I were trying to play optimally I'd want a little pop-up list of either all the cards that have been dealt in the deck or, more useful, all cards which remain in the deck. It's not secret knowledge, but card counting does not spark joy.

Yeah, actually it starts at level 10 :v:

On a failed clear, you get a death card, and one of your cards is randomly placed on the board for you. The further you go, the more cards get scattered, so in the hundreds, having too many deaths on board could mean a penalty fills just about every space. It's also how I dealt with flushes - you can do that fairly easily until then, but that's where it starts to break down. I do love that you're thinking about the strategy at this level though! :love:

As far as a card list, I did go with the requests to add a counter for how many were in the stack, I don't know about how fun being able to pull up an exact list would be ultimately. I can see the value in that kind of onscreen hint for a game like MTG, and I get that some people can count cards... I don't know though. I don't immediately discount any suggestion, and I'll look into it. Thanks for playing my game!

Contentato fucked around with this message at 21:35 on Jan 10, 2024

Contentato
Jan 19, 2023

yay [short tooting]

Hammer Bro. posted:

I find the most compelling kind of games are the ones where I get to make an informed decision. Not necessarily with perfect information about the outcome, but with enough information that it's a meaningful decision, not just an arbitrary choice.

I hear what you're saying and it makes sense. I put it on my list - I really do appreciate the feedback!

Contentato
Jan 19, 2023

yay [short tooting]

bredfrown posted:

I've been working on this game for about 3 years now and I just BIRTHED it yesterday.
The launch went smoother than I thought. I can finally afford to upgrade my SA account ;)

Enjoy! Good night goons. I'm taking it easy for a bit!

Wow. 3 years. Congratulations! It looks great! :toot:

Contentato
Jan 19, 2023

yay [short tooting]
Those are gorgeous :eyepop:

Contentato
Jan 19, 2023

yay [short tooting]
I'm cross posting with the puzzle thread, I hope that's cool. Yall were very supportive and had great advice for me last year, and I followed through - the results are pretty awesome! Quoting myself...

So I got a lot of press this last week I want to share with the thread, since I had some happy players here!

This great article touting the game: https://www.droidgamers.com/news/solquence/

This youtuber played it for 2 hours! She enjoyed it, but was skeptical about how much she'd want to replay it. https://www.youtube.com/watch?v=acqe3YKKy40 I def have two kinds of players. Helpless addicts, or people who are just kinda like 'hey cool game'

I got a recommendation as one of the 5 new mobile games to get this week which was awesome
https://www.pocketgamer.com/new-weekly-mobile-games/january-18th-2024/ or in video form, which was wild to find https://www.youtube.com/watch?v=Zj_ieD5I2c4

And I got a full review today! 3 stars... Not really anything negative aside from 'its repetitive' but then again, I was absolutely going for that. I love this quote though: "Solquence will appeal to puzzle game fans seeking an easy-to-learn game that challenges players while managing to uphold a calming, almost zen atmosphere." https://www.pocketgamer.com/solquence/review/

I've caught references to Solquence in a few spots, other forums, and multiple various sites from all over. Been an exciting week here as an indie dev! :cheers:

Contentato
Jan 19, 2023

yay [short tooting]

Shoehead posted:

Made it so enemies burn now!

I'm repeating myself, but I am sold on your style

Contentato
Jan 19, 2023

yay [short tooting]
I've been doing some optimization around Solquence's App Store listing. The biggest thing I did was replaced the old trailer with a new one - I got feedback that it was just to poppy, frenetic, loud. The game's the opposite, so I tried to make something that fit better, then added it as a preview. I've gotten some good responses from current players, always looking for more feedback!

Here's the new trailer: https://www.youtube.com/watch?v=6O4Ux7YlXDA
This is the old one: https://www.youtube.com/watch?v=u99xw-QC9NQ

Even though I've been at this a couple years now, I'm still just constantly learning new things about it all. Marketing being so wildly different than any other part of the process but requiring at least as much of your attention as development is the biggest learn for me.

Edit: I love the look of your game! ^

Contentato fucked around with this message at 17:14 on Mar 9, 2024

Contentato
Jan 19, 2023

yay [short tooting]

Hammer Bro. posted:

I thought the new trailer was the old trailer, and was thinking that I kind of liked how things popped up to the music and it felt only a little quick-paced but also an expected rate due to the soundtrack.

Then I clicked on the one that I thought was the new trailer and yeah, definite improvement.

Also I'm sure you're aware by now of Balatro but that's a huge event in the games-with-playing-cards space. I should really get off my butt and steal inspiration from it as to how to digitize my game-with-playing-cards, but I'm still prototyping silly cat games instead.

But when I was asking if you could make some sort of display for the cards remaining in the deck, Balatro presents that information nice and easily. I suspect I'll steal that means of presentation at some point, and I suggest that you should too.

Thanks. I also brought the levels down, think it all just came together better. Same file though, just moved stuff around and synced with the new tune.

Feature wise, depending on how the convention goes that I'm about to booth at, I might be expanding the game some more so I can boost it for a potential bigger convention in the summer. I've considered some game modes and what not. I don't think its out of gas yet, but its harder to get players after the reviews and publicity's died down. But yeah, Balatro proves this style has some legs. Your recommendation is in my 'requested features' list. I'm still not sure that it would vibe exactly with my original design intent, but I discounted low aces until I couldn't anymore, and now they're in.

Appreciate the thoughts!

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Contentato
Jan 19, 2023

yay [short tooting]

A LOVELY LAD posted:

I think the new choice certainly helps pass that along, the original music passes on the impression its maybe got a time limit or something?

Yeah, that's what it sounded like it felt. No time limit in the game, and you can pick it up and put it down whenever, more like a book or a tabletop puzzle.


Deki posted:

Did a very soft launch of my game on steam since I whiffed the expected soft launch date due to the back end of 2023 being a completely poo poo year for me, very pleasantly surprised to have ~100 players playing at any given time for a very early access stage with no marketing with over 2 hours average playtime.

The download numbers would probably be distressing if I was trying to make a living off the game but I don't even have the very basic "buy the dev a coffee" monetization, and my previous projects either never got close to this far or were late 2000s era BYOND games where 20 players playing at once was a landmark day, so I'm happy.

Congrats on the release, sounds like you've got some fans :)

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