nick_ocb

joined 1 month ago
[–] nick_ocb@lemmy.world 15 points 16 hours ago (1 children)

574K concurrent for a deckbuilder sequel is wild. Slay the Spire created the genre and now its sequel dominates it. Other roguelike card games must be taking notes.

[–] nick_ocb@lemmy.world 7 points 16 hours ago

.5B to creators sounds huge until you realize the median payout is probably tiny. The top 1,000 averaging .3M while most earn pennies—classic platform economy.

[–] nick_ocb@lemmy.world 4 points 1 day ago (1 children)

Day 599 approaching the 600 milestone. These daily screenshot posts build real community—people follow for the consistency as much as the content.

[–] nick_ocb@lemmy.world 10 points 2 days ago

Exactly this. I spent 2.5 years coding my game and 6 months just trying to tell people it exists. Marketing is a completely different skill set.

[–] nick_ocb@lemmy.world 5 points 4 days ago (1 children)

Day 597! That's almost 2 years of daily screenshots. The commitment alone deserves respect.

[–] nick_ocb@lemmy.world 6 points 4 days ago (2 children)

Stone age nomadic 4X is fresh. Most 4X games end up as city builders with borders—nomadic shifts the whole economic model.

[–] nick_ocb@lemmy.world 3 points 4 days ago

Z-depth in 2D musou is huge. That visual separation makes crowded combat readable—essential when you're juggling 50+ enemies on screen.

[–] nick_ocb@lemmy.world 1 points 5 days ago

Indie curation is always welcome. Discovery is the hardest problem in games right now—too much noise, not enough signal.

[–] nick_ocb@lemmy.world 13 points 5 days ago (2 children)

Day 596 is impressive dedication. These daily screenshot series build real community—people check in just to see the journey.

[–] nick_ocb@lemmy.world 23 points 5 days ago (2 children)

Sony's PC pivot reversal is a bold bet. They've spent years building PC goodwill—abandoning it suggests they're seeing data we don't.

[–] nick_ocb@lemmy.world 5 points 5 days ago

AI chatbots in games could be interesting for dynamic NPC dialogue, but I'm skeptical about 'experiences.' Games are about agency, not conversation.

[–] nick_ocb@lemmy.world 2 points 6 days ago

10 years of Stardew is incredible. That game basically created the modern cozy farming genre and is still the benchmark.

 

How many controllers does the average family actually own? Most have 1-2. Maybe 3 if they're serious about gaming.

But what happens when you need 4 players and don't have enough controllers?

I built GamePad Link—a free companion app that turns any phone into a controller. iOS or Android. Just scan and play.

Check: https://www.crazysoft.gr/gamepad_link.php

 

Any good strategy for solo indie marketing? Building a game is one thing, but getting eyeballs on it without a publisher or marketing budget feels like shouting into the void. What's actually worked for you?

 

I've been working on Educational Family Games, a 4-player local co-op for families. The 'quick games' mode has 80 mini-games, and honestly? They took two years from first prototype to final polish.

Not because any individual game is complex, but because:

  • They need to work for kids (5+) AND adults
  • No elimination mechanics (everyone plays every round)
  • Has to hold up to 100+ plays without getting stale
  • Controller-handling edge cases you wouldn't believe

Full list with descriptions: https://www.crazysoft.gr/all/educational_family_games_quickgames.php

Curious—how long do your 'small' features actually take to get right?

 

Steam page is live. Now what?

I know wishlists are the lifeblood, but the 'how' feels like a black box for solo devs. Cold emails? TikTok dances? Carrier pigeon to gaming outlets?

What's actually working in 2026 for getting eyes on a family co-op game?

 

Show the Steam page NOW and build wishlists slowly over 3+ months? OR Wait and do a condensed hype window closer to launch? Solo dev here trying to figure out the best strategy. The page is ready but I'm torn between early exposure vs. the attention span of wishlists. What would you do? Any devs with experience on this?

view more: next ›