are 3d incrementals now the new trend? there has been a huge wave of 2d incrementals on steam and i believe its going to be the same for these kind of games, i feel like the 3d aspect has not been that "popular" before that find the needle clip went viral
so apparently someone stole my game assets and put them on roblox
bunch of sprites stolen and even my capsule art
not only this is a clone of my game but it is actually performing well at 1k daily players in average and also making money...
Seeing these kind of reviews is so awesome
I am currently making a major update for my game for the past 2 month and i can says that game design takes a LOT of time..
Replying to @dyrkabes
Depends on what u call succesful.. but i think mine is a great example
Background is just a scene ingame with title and a few sprites slapped on top of it, spent quite some time on it as i was discovering how to use affinity but its quite straightforward
Tbh I would have never thought my game would get much more than 10 sales so I didn't wanted to hire an artist to do it so i kept it simple
And turns out this capsule average abt 5% clickthrough rate
launched with 2k wishlists, hit 8k sales in 3 weeks
here’s how I validated the idea
to validate a game idea, you need feedback as early as possible. the problem is that getting early feedback is difficult, you usually need to market the game, find players, convince them to play, and hope they actually give useful feedback
the way I avoided most of that was by joining a game jam
game jams are extremely powerful for validating ideas because developers play each other’s games. you don’t need an existing audience or much marketing, and you can get feedback on a very early version of your game
for my game, I joined Lame Jam 59, which lasted 3 days. I made a very cheap prototype and focused almost entirely on making the core loop fun
I didn’t spend much time on art or polish. at this stage, placeholder art is completely fine because the important question is whether people enjoy playing the game
the feedback was very positive, and I received comments like “great game, but it needs X feature”
this kind of feedback is especially valuable because it shows that the player was engaged enough to think about how the game could become better
the game ended up ranking #1 in enjoyment and #4 overall, which was a very strong signal to me. people were already having fun with a prototype made in only 3 days, despite the game having very little content, art, or polish
the ranking helped show that people enjoyed the game, while the comments helped me understand why they enjoyed it and what they wanted more of. from there, I knew it was worth turning into a full game
one thing to keep in mind is that game jam participants are mostly other developers, so they are not always the same as your target audience. a good game jam result is a strong early signal, but you should still test the game later with people who already enjoy your genre
validation also doesn’t guarantee a hit. it only reduces the risk of spending months making something before knowing whether the core loop is enjoyable
if your game performs poorly in a game jam and the feedback is mostly negative or indifferent, that doesn’t necessarily mean the whole idea is bad. the problem could be the core loop, but it could also be the pacing, controls, balancing, or the way the prototype communicates the idea like it should be easy to understand
you can rework the core loop and test it again, but validating it outside a jam will usually require more marketing and effort to find players. another option is simply to join another game jam and test a new version or a completely different idea
basically game jams are one of the easiest ways to validate a game idea early
Replying to @IndieCurator @pemabble
clickthrough rate is around 4%, and here traffic during the first 3 days of the launch












