
Money's nice but have you tried attaboys?
I felt like a goofball copying these so I stopped...
Devs, post your 'atta boys, I wanna see em!
What's your favorite review?

I felt like a goofball copying these so I stopped...
Devs, post your 'atta boys, I wanna see em!
What's your favorite review?
Pleased to offer you a free slice.
just showing off a bit of my recent engine work
Forgive the poor recording. It looks and feels super smooth native.
My dear friends and distinguished guests,
We first opened our doors almost three months ago.
Tomorrow, the Primordio opens anew. Life advances, the spark of creation must adapt.
We're a real incremental game now with limitless vertical progression.
Season One launches August 17th, along with a fresh sale, and a free demo.
Thank you to all of those who've been with me throughout. Looking forward to many more seasons with you.
edit: how silly of me to forget: https://store.steampowered.com/app/4385580/Primordio/
Is a living slime a compelling protagonist?
Are these clips coherent? If I write some music and/or add some captions, would it be a good trailer for my big content patch releasing August 17?
My better question, if you have no idea what this game is, can you look at these clips and kinda tell what's going on?
Or is this what you like to see in late game incremental extraction roguelite bullet hecks?
(quarter speed)
Hi friends,
You can look at my account to see how much marketing I've done for my game. It's actually selling better than I thought it would. It's a genuinely good game with 20/20 positive reviews.
I've got a big patch coming... I really enjoy working on the game and building things my players continue to enjoy.
But I hate marketing.
Should I start responding to those marketing bots? Are they all scams? Are there any services or publishers that I should be reaching out to?
What's the play for someone who is just likes programming?
My game launched on Friday. It's now monday.
I bucked most of the conventional marketing advice. I did very little marketing, had my steam page live for only 21 days. Still somehow amassed 400 wishlists before launch.
I feel like these are really good numbers, way better than I expected.
This footage is old but it does showcase the basic game loop. I think this was me playing, and I'm bad.
If you want to play primordio, it launches on steam in like 20 hours.
AMA
booted into windows to build tauri stuff, opened notepad, and got a spam of all sorts of old documents (yeah windows fucking sucks). This was from that time that I wrote primordio in C# for unity.
I did a couple-two-or-three prototypes of this same game in unity (I could write many more blog posts about my various iterations of primordio.) I used fat visual studio for this particular piece.
It reveals a technique I use for writing code...
those declarative comments for simple things. I would write those out first. Pseudocode, and then write the code, or spend time with the LSP, docs, copilot, and/or whatever to work out each piece.
This might have been 2-5 years ago... I still use this same strategy a lot of the time, where I scaffold out the logic with comments.
I think it's a beginner's technique but I've been doing it for decades... So, I thought I'd just share it here.
What are some beginner's techniques that you still use?
And, if you are a beginner, what do you think of the idea to scaffold with comments first. I've been doing it so long that I don't have any idea where I learned to do it and I have no idea if it's a common tactic.
If you play my game, I hope it's obvious that I love roguelites and vampire survivors-like games. I could not bring myself to make one without some sort of innovation. I think I came up with something that's entirely novel and unique yet familiar and intuitive!
I thought a lot about the most satisfying parts of a survivorslike game. Those moments that really tickle the dopamine out. Then I leaned into those things.
The result is a simple and clean palate cleanser game, everything I love about the roguelite genre compressed into bitesized sessions. Simple vertical metaprogressions set the expectation to be subverted by a deep and esoteric endgame.
edit: forgot this 😫 https://store.steampowered.com/app/4385580/Primordio/
What is your favorite sub-genre?
The vampire survivors-esque types where you've just got the instant action, jumping in and pushing as far as you can? Lots of great games in this vein, Megabonk struck gold by simply setting it in 3D.
The more narrative focused types, like Hades, where your runs are a procession through a story, exploring as far as you can before succumbing? The Binding of Isaac and MagicCraft, where you've got a diverse array of artifacts to collect and synergize as you push through semi-procedural set pieces to reach the end?
It seems the branch diverges at a particular pivot. On the one side, you've got Brotato whose complexity focus is purely on your build and twitch movements, with the stage being a simple square, "survive in this phonebooth, here's 6 pistols, good luck." And on the other side there's Dead Cells, where the setting is a huge focus, as you're navigating a sprawling complex of different biomes, with unique platformer challenges and puzzles.
So, what is it that makes you feel so connected to this genre?
For me, the ultimate roguelite experience are those moments in Vampire Survivors where you've focused your build just right and you get rewarded with a hands-off experience. Just let go and watch the hordes crash into your Garlic until they start getting a little too close and you've gotta run a few circles grabbing a dozen level-ups to try to get back ahead of the scaling curve. Then you've got those moments where you're frantically trying to escape, dipping and ducking through tiny gaps into the open as a boss is relentlessly pushing you.
Does anyone have any easy/cheap ideas on esoteric effects I could use to improve the overall aesthetic?