Some design considerations for two-legged mecha
▲ 31 r/Mecha

Some design considerations for two-legged mecha

Hello everyone, I'm making a mecha game and just want to share some draft ideas about my understanding of different types of leg designs and hear your opinion.

I'm thinking defining the simple styles as gen 1 models (4-6m height), then the claw type as gen 2 (6-7m), and the humanoid type as gen 3 (7-8m).

I personally like those human like legs (common in anime), while I'm not sure if people prefer the claw type as it looks more military (common in mecha games). It might be a bit weird if different styles appear in the same stage? I don't know.

Anyway, will then create detailed models for each type and see how they look.

u/Atelier_Breezen — 1 day ago

Found comment says "Very early 2000s Japanese game vibe"

Hi everyone,

My indie turn-based tactical game's trailer was posted last week, and I found comments like below:

- Very early 2000s Japanese game vibe.

- Anyone remember a very old game thats almost like this?

- Devs are returning to the Dreamcast. . .

Well, to be honest, I thought the visual would be PS3 level but since people mentions early 2000s and Dreamcast, I think it might be actually PS2 graphics :)

Anyway, it's a mecha-themed SRPG, inspired by some classical JRPGs, supporting:

  • Part destruction in strategy combat
  • Mecha & weapon customization
  • story-rich narrative with vivid characters

If interested, you may find more details about the game on the Steam store page.

u/Atelier_Breezen — 3 days ago

Discovery Queue Traffic since ~600 WL

Hi everyone,

I'd like to share my personal experience about when discovery queue (DQ) appears.

I just noticed that my game had 1 DQ visit yesterday. It's tiny but I'm happy. I thought DQ traffic will only be for newly released games or popular games, but not a game without demo and not released.

Then I checked and found actually I have 3 DQ visits in total, starting from 2 weeks ago, when I got ~600 WL at that time.

Since I launched my Steam store page months ago, I was also curious about when Steam would start to give me DQ traffic.

I started to have More Like This traffic about 2 weeks after the store page launched, while the DQ traffic appears until I got ~600 WL recently.

Hope this will help answer your question like I had before. Keep working and you will also have more kinds of organic traffic from Steam.

BTW, I know my current store page needs more polish which is planned, to improve the visit-to-WL ratio which is not good enough now. You may check my page if you're interested, to learn for the conversion rate you see in the table (18727 visits - 707 WL, ~3.8%), how's the page look like.

Azure Infinity - Steam store page

u/Atelier_Breezen — 5 days ago

Need Feedback for My Capsule

Hi all,

I'd like to hear your feedback on my capsule.

It is a mecha-themed turn-based tactical game, with anime style and JRPG story.

So far the conversion rate is not good, both CTR and visit-wishlist conversion.

I'm planning to improve it overall, and I think the capsule should be the very first thing.

Your ideas and feedbacks are welcome. Thank you!

u/Atelier_Breezen — 20 days ago
▲ 47 r/Mecha

Mecha × Tactics - Azure Infinity reveals Announcement Trailer

Hi everyone!

I'm a big fan of robot anime, robot games, robot plastic models for tens of years, and now as a solo indie game dev, I'm working on my dream game, yes, a robot game. All made by myself from art to models to music. Read more about my story to make this game.

I just made the first trailer of my game and I'd like to share with you. Below is a quick introduction about my game.

Azure Infinity has just revealed its announcement trailer.

It's a mecha-themed turn-based Strategy JRPG blending tradition and innovation.

You will command the giant mecha, to carry out a range of missions and confront the crisis approaching this world.

It's inspired by classical tactical games:

  • Mecha & weapon customization
  • Part destruction in strategy combat
  • story-rich narrative with vivid characters

You may find more details about the game system on the Steam store page.

Wishlist Azure Infinity now on Steam!

u/Atelier_Breezen — 1 month ago

Near 500 wishlists after uploading the trailer!

My turn-based tactical JRPG just revealed its first trailer days ago.

I heard that with a trailer, even no explicit marketing, the WL conversion rate may increase a lot.

However, it was not true for my case, so I had to do some market for myself.

Bad news:

- no visible impressions/ visits boost after uploading the trailer

- to be honest I cannot see an obvious conversion rate increase

Good news:

- a trailer is far better as a marketing material than screenshots only, and I did see more visits and wishlists from external (UTM links, iFrame widgets)

- it's excited and motivated to see comments from people saying they like the trailer

Actually I'm not sure if there will be a conversion rate increase if I had a better trailer, but anyway, it's finished and uploaded, and I just want to thank this sub and share my tiny learnings.

BTW, you may find the steam page to see how the trailer looks like.

u/Atelier_Breezen — 1 month ago

How it started VS. How it's going

Hi all,

My turn-based tactical game Azure Infinity has just revealed its first trailer recently, so I'd like to take a chance to share what's changed before I finished the trailer.

I'm not sure if I need to localize the trailer before uploading it, and people here gave me valuable advice to upload it asap. It turned out to be a good decision I believe.

I did some marketing with the trailer and yes it got way more wishlists than earlier posts without a trailer.

It's a mecha-themed strategy JRPG with part destruction and mecha customization, inspired by classic mecha games.

You may find the trailer on the Steam page if interested.

u/Atelier_Breezen — 1 month ago
▲ 39 r/TurnBasedLovers+3 crossposts

Announcement Trailer | Azure Infinity

Hi everyone!

Azure Infinity has just revealed its announcement trailer.

It's a turn-based tactical JRPG blending tradition and innovation, inspired by classical tactical games:

  • Strategic combat with part destruction
  • Mecha and weapon customization
  • A story-rich narrative with vivid characters

You may find more details about the game system on the Steam store page.

Wishlist Azure Infinity now on Steam!

u/Atelier_Breezen — 20 days ago

To maximize wishlists, should I upload my first trailer to Steam ASAP or wait the localization?

Hi All,

I just created my first trailer for my game, and currently my steam page is screenshots only without any trailer.

I hear that Steam may give a game some more traffic when the first trailer is uploaded.

I'm thinking if I prepare more localized versions, the conversion rate may be higher during this boost. If I just upload the only English version, the potential traffic boost may be wasted due to lower conversion rate.

Do you have any experience about it? Is there any difference whether I just upload the English trailer or wait more days to prepare?

Actually, is it true that Steam will give more traffic in just a few days after the first trailer is uploaded? If this is even not true, I guess I can just upload my trailer once it's ready (or not so ready but better than nothing).

Thank you.

reddit.com
u/Atelier_Breezen — 1 month ago

Finally...250 wishlists today!

Just a post for my tiny milestone or a quarter thousand.

~2 daily wishlist additions so far.

So I guess, with no trailer, no demo, no media, no streamer, and no event, I may still have ~700 wishlists in one year after the store page going live 🤩.

Just kidding, I'm working on the first trailer actively and let me see whether the wishlist conversion rate will change after the trailer is uploaded.

Good luck to myself and to all indie developers!

u/Atelier_Breezen — 2 months ago

What do you think of the cut-in animation of sniper weapons?

Hello everyone,

I'm building a mecha-themed turn-based tactical game, Azure Infinity, and working on the battle animation recently.

I asked for feedback on the visuals of my game last week, and got lots of precious advices which were added to my backlog to work on. Truly appreciate all comments.

Per my schedule, I made the attack animation for sniper weapon this week. This time, I added cut-in to make the vibe for the aiming action, "hided" some motions of the mecha out of the scene intentionally for immersion, and manually created/tuned some SFX dedicated for this animation.

I'd like to know if it's appealing or not, and would iterate and improve as I could.

Again, feel free to give any feedback, and you may find more details from the Steam page if interested.

u/Atelier_Breezen — 2 months ago

What do you think of the visuals for a turn-based tactical game?

Hello everyone,

I'm building a mecha-themed turn-based tactical game, Azure Infinity, and working on the battle animation recently.

I just made a short gameplay clip, and would like to hear from you who play this genre a lot. How do the visuals feel to you?

I'd like to go for a relatively realistic style (no magic or super power), so the movement and effects will be moderate, but I'm not sure if it's too simple and not appealing enough.

The first half of the clip shows weapon and target selection, and the second half shows the missile-type attack animation.

Feel free to give any feedback, mainly on visuals, but UI or other impressions are also helpful. You may find more screenshots from the Steam page if interested.

Thanks for helping me polish the game.

u/Atelier_Breezen — 3 months ago

No metrics seem to matter for wishlist adds, is it true?

TL;DR: When your daily traffic is tiny (two-digit visits), CTR, visit-to-wishlist ratio, and even wishlist-to-follower ratio have no observable correlation with actual wishlist adds. Only raw traffic volume seems to move the needle.

Hi everyone, indie dev here, building turn-based tactical RPG.

Been running my Steam store page for ~4 months now and wanted to share something that surprised me.

CTR

I used to obsess over this thinking it measures capsule appeal. Nope. Many of you already know that hot games have low CTR (Steam shows them everywhere), new games have high CTR (tiny sample). And Steam counts external traffic in the calculation, so it's meaningless if you do any outside marketing.

Visit-to-wishlist ratio

Polished my assets repeatedly trying to improve this. Found near-zero relationship with total wishlists. High ratio + low visits = few wishlists. Low ratio + high visits = more wishlists. At tiny volumes it's just noise.

Wishlist-to-follower ratio

This one was interesting. My ratio started at 1 follower per 20-40 wishlists. Over the past month it improved to 1 per 7-8, and even 4-5 in the past two weeks. I got excited, thinking this was a quality signal. Checked my wishlist numbers. Still 0-2 daily. Still multi-day zero streaks (3 days this week). The ratio changed but wishlist adds just didn't increase.

Takeaway

At this scale (two-digit visits daily), the only metric that seems to matter is raw traffic volume. Everything else is noise. Maybe these ratios become predictive at higher volumes? Would love to hear from others who've observed similar or different.

reddit.com
u/Atelier_Breezen — 3 months ago
▲ 8 r/SoloDev+2 crossposts

https://preview.redd.it/19u79zihymzg1.jpg?width=1780&format=pjpg&auto=webp&s=99c06845ba2eb99844e1d608dd9d19c2c341ace8

Hello everyone, my first indie game got 200 wishlists today. The number is small but I'm still happy.

I'd like to share some learnings as a new indie dev. They may be obvious and trivial, and not apply to all. So just for your reference.

Some background:

  • Steam store page published
  • Trailer/ demo in preparation
  • Steam store page available in English, Chinese, Japanese, and German
  • Genre: turn-based tactical JRPG, mecha/robot-themed
  • No paid ads yet
  • Totally new - zero followers in all the SNS when the page is published

Some learnings:

  • There can be lots of direct search results impressions if the title contains popular words, but just ignore them as no useful visits
  • depending on the genre and store page content (visual, trailer, screenshots), the baseline of daily wishlist can be 0-2 when no external marketing - I know some people have hundreds of even thousands of wishlists in a few days, some having really appealing store page hook (trailer, visual, gameplay, etc), some having streamer/ media posting, or other successful approaches, but for my game, it's just 0-2 daily
  • I thought two months ago that rearranging screenshots and polishing capsules can increase CTR as I did some tests and saw small improvements - well the conclusion may still be true, but after two months I have to say the effect is not so obvious that I should not conclude when the traffic is low since it's not solid from statistics
  • External traffic will make Steam's own traffic breakdown less useful
    • CTR counts external traffic so cannot be used to verify the capsule quality reliably
    • direct navigation, direct search results, and search suggestions will all increase when you do external marketing
    • So as a result, don't overthink about the report especially in early stage
  • However, I still believe that everyone should play with the tags to make sure Steam sets the similarity correctly
    • Two weeks after the store page published, I started to see the "why you are interested as you've played before" section, however, it's a 4x strategy game but not a typical turn-based tactical RPG likes mine
    • I did checked my tags and thought they are good, also the tagging wizard shows the similar titles in the preview page so I confirmed the tags should be right
    • However, after I removed the tags of war and hex (grid), the similar game was updated to the actual similar one, instead of the 4x strategy game which is not so related.
    • I think war and hex tags are still proper to my game, but they also accidentally make Steam thinks my game more similar to those less-similar ones. As a player myself, I think fixing this issue is a must, which helps me to know what this game is about faster and clearer
  • I have no data clue but I think polished screenshots help conversion. My early screenshots contain some prototype objects, and to be honest I as a player will hesitate to wishlist. Even today, the screenshots are not final and I've lots of items to polish. This may waste the algorithm boost of store page publish and all the external marketing efforts. I thought I balanced the visual readiness and the "publish the store page as early as possible once art style is decided" but now I think I may get even more wishlists today if I polished more and published later. Anyway, it cannot be changed again so I'm fine.
  • Some marketing attempts
    • Posts in r/SoloDevelopmentr/SoloDevr/IndieDev talking about why and how I decided to make this game - almost no wishlists and people are not interested
    • Announcement post in r/JRPG with screenshots and short descriptions got over 100 wishlists in 3 days - SNS followers increased from zero to a few
    • Short dev progress sharing on SNS - some likes/reposts but almost no wishlists, and most of visits were untracked as people don't install Steam on their phones
    • Self-promotion posts in some genre specific Discord servers - almost no wishlists
    • A few simple short videos on YouTube shorts - ~13% watch rate and only hundreds of watches from Vietnam in two hours then totally invisible, and again almost no wishlists
  • External traffic spike of over 100 wishlists won't trigger any change in Steam's own store traffic algorithm. 4 days after the Reddit post and it just returned to 0-2 wishlists daily
    • Maybe a larger one will change something. So I decided to do some external marketing when my first trailer is ready, to see how large an external traffic spike can help, including Reddit/ Discord/ SNS posts and even trying sending press kit to media

Thanks for reading, and feel free if any comments.

reddit.com
u/Atelier_Breezen — 4 months ago

https://preview.redd.it/l4ez89bkpmzg1.jpg?width=1780&format=pjpg&auto=webp&s=2c02a0c721791c71c35fae02cc4070d5e5ae59e3

Hello everyone, my first indie game got 200 wishlists today. The number is small but I'm still happy.

I'd like to share some learnings as a new indie dev. They may be obvious and trivial, and not apply to all. So just for your reference.

Some background:

  • Steam store page published
  • Trailer/ demo in preparation
  • Steam store page available in English, Chinese, Japanese, and German
  • Genre: turn-based tactical JRPG, mecha/robot-themed
  • No paid ads yet
  • Totally new - zero followers in all the SNS when the page is published

Some learnings:

  • There can be lots of direct search results impressions if the title contains popular words, but just ignore them as no useful visits
  • depending on the genre and store page content (visual, trailer, screenshots), the baseline of daily wishlist can be 0-2 when no external marketing - I know some people have hundreds of even thousands of wishlists in a few days, some having really appealing store page hook (trailer, visual, gameplay, etc), some having streamer/ media posting, or other successful approaches, but for my game, it's just 0-2 daily
  • I thought two months ago that rearranging screenshots and polishing capsules can increase CTR as I did some tests and saw small improvements - well the conclusion may still be true, but after two months I have to say the effect is not so obvious that I should not conclude when the traffic is low since it's not solid from statistics
  • External traffic will make Steam's own traffic breakdown less useful
    • CTR counts external traffic so cannot be used to verify the capsule quality reliably
    • direct navigation, direct search results, and search suggestions will all increase when you do external marketing
    • So as a result, don't overthink about the report especially in early stage
  • However, I still believe that everyone should play with the tags to make sure Steam sets the similarity correctly
    • Two weeks after the store page published, I started to see the "why you are interested as you've played before" section, however, it's a 4x strategy game but not a typical turn-based tactical RPG likes mine
    • I did checked my tags and thought they are good, also the tagging wizard shows the similar titles in the preview page so I confirmed the tags should be right
    • However, after I removed the tags of war and hex (grid), the similar game was updated to the actual similar one, instead of the 4x strategy game which is not so related.
    • I think war and hex tags are still proper to my game, but they also accidentally make Steam thinks my game more similar to those less-similar ones. As a player myself, I think fixing this issue is a must, which helps me to know what this game is about faster and clearer
  • I have no data clue but I think polished screenshots help conversion. My early screenshots contain some prototype objects, and to be honest I as a player will hesitate to wishlist. Even today, the screenshots are not final and I've lots of items to polish. This may waste the algorithm boost of store page publish and all the external marketing efforts. I thought I balanced the visual readiness and the "publish the store page as early as possible once art style is decided" but now I think I may get even more wishlists today if I polished more and published later. Anyway, it cannot be changed again so I'm fine.
  • Some marketing attempts
    • Posts in r/SoloDevelopment, r/SoloDev, r/IndieDev talking about why and how I decided to make this game - almost no wishlists and people are not interested
    • Announcement post in r/JRPG with screenshots and short descriptions got over 100 wishlists in 3 days - SNS followers increased from zero to a few
    • Short dev progress sharing on SNS - some likes/reposts but almost no wishlists, and most of visits were untracked as people don't install Steam on their phones
    • Self-promotion posts in some genre specific Discord servers - almost no wishlists
    • A few simple short videos on YouTube shorts - ~13% watch rate and only hundreds of watches from Vietnam in two hours then totally invisible, and again almost no wishlists
  • External traffic spike of over 100 wishlists won't trigger any change in Steam's own store traffic algorithm. 4 days after the Reddit post and it just returned to 0-2 wishlists daily
    • Maybe a larger one will change something. So I decided to do some external marketing when my first trailer is ready, to see how large an external traffic spike can help, including Reddit/ Discord/ SNS posts and even trying sending press kit to media

Thanks for reading, and feel free if any comments.

reddit.com
u/Atelier_Breezen — 4 months ago
▲ 3 r/gameDevMarketing+1 crossposts

In Steam’s marketing traffic breakdown chart page, More Like This traffic appeared two weeks after the page published, then in lots of days, the visit numbers were just higher than impressions, especially for the coming soon sub category under More Like This category.

https://preview.redd.it/faja5nzqttyg1.jpg?width=1970&format=pjpg&auto=webp&s=247c3ca5947817ac3bfdaddb086b9fd06a641c80

It’s a bit weird because for other categories, visit numbers are far lower than impressions, even for the other sub categories under More Like This such as “more like main item”.

I cannot find documents about how it’s counted. Could anyone explain what does it mean?

reddit.com
u/Atelier_Breezen — 4 months ago