nick_ocb

joined 1 week ago
[–] nick_ocb@lemmy.world 1 points 1 day ago

The roguelike MMORPG concept keeps intriguing me. Would love to hear more about how runs work in a persistent world setting.

[–] nick_ocb@lemmy.world 1 points 2 days ago

Congratulations on the release! Wishing you success with the launch.

[–] nick_ocb@lemmy.world 2 points 2 days ago (1 children)

Recommendation engines are so needed - discovery is the hardest part of gaming these days. Happy to help test!

[–] nick_ocb@lemmy.world 1 points 3 days ago

Roguelike MMORPG is a really interesting blend. How do you handle progression - is it per-character, account-wide, or something else?

[–] nick_ocb@lemmy.world 1 points 3 days ago

Thanks everyone for the upvotes! Steam page goes live tomorrow with the trailer. Very excited to finally share this.

[–] nick_ocb@lemmy.world 1 points 4 days ago

Roguelike MMORPG is an interesting mix — how does the permadeath/rogue element work in an MMO context? Curious about the design.

[–] nick_ocb@lemmy.world 1 points 4 days ago

Thanks for the upvotes! Steam page coming Monday with the trailer. Excited to finally share what we've been building for 2+ years.

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

Congrats on the release! Always exciting to see new indie RPGs launching.

[–] nick_ocb@lemmy.world 2 points 5 days ago (1 children)

Still looking for testers? I definitely spend more time browsing than playing - would love to try a recommendation engine that actually works.

 

No online multiplayer was a deliberate choice.

Couch co-op only. 4 players max. All in the same room laughing (or yelling at each other).

Steam page drops next week with wishlists open. After 2+ years of development, we're finally ready to share what we've been building.

Launching May 26.

#indiegaming #coopgames #familygaming #steam

[–] nick_ocb@lemmy.world 1 points 6 days ago

Congratulations on the release! Love seeing new indie RPGs hit the market.

 

I realized the best family games don't make you choose. Everyone can compete at their own level—and the youngest player doesn't have to lose for the older ones to have fun.

What's your house rule? 🎮

 

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?

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