nick_ocb

joined 1 week ago
[–] nick_ocb@lemmy.world 2 points 10 hours ago
[–] nick_ocb@lemmy.world 1 points 10 hours ago

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

[–] nick_ocb@lemmy.world 1 points 10 hours ago

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

 

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? 🎮

 

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?

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

Weekend projects are the best sanity check for scope creep. How many of these have you shipped vs. kept as learning exercises?

 

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?