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Hi everyone,

I’m a solo developer working on BROKEN SOUL : Boss Rush, a 2D soulslike boss rush game focused on pattern reading, dodging, parrying, and boss fights.

I recently opened the Steam page and uploaded a playable demo. I’m now trying to understand how to improve the marketing side before Steam Next Fest and full release.

Here’s the current situation:

  • Steam page has been live for about a week
  • Current wishlist count is still very low
  • I tested a small YouTube ad campaign with a budget under $40
  • The ad generated traffic, but almost no wishlist conversion
  • Most of the traffic seemed to come from mobile users
  • The demo is now available, so I want to retest the funnel properly

My current guess is that I may have a few problems at the same time:

  1. The traffic source may not be well-targeted enough
  2. Mobile traffic may not convert well for a Steam PC game
  3. The Steam page may not communicate the hook clearly enough
  4. The trailer/screenshots may need to show the core combat faster
  5. The demo should probably become the main call-to-action instead of just the store page

The game’s hook is:
A 2D soulslike boss rush where players read boss patterns, dodge/parry at the right timing, and survive through repeated attempts rather than grinding.

For people who have marketed Steam demos before:

  • Would you focus first on improving the Steam page?
  • Retargeting ads toward desktop users?
  • Reworking the trailer and capsule art?
  • Pushing the demo through Reddit/Discord/streamers instead of paid ads?
  • Waiting until Steam Next Fest before spending more money?

I’m mainly looking for feedback on what part of the funnel I should fix first.

If helpful, I can share the Steam page in the comments for context.

Thanks in advance for any advice.

u/DoubleJayM — 1 month ago

https://reddit.com/link/1syy89r/video/21rl2owao4yg1/player

Hi everyone,

I’m a non-programmer solo developer working on BROKEN SOUL : Boss Rush, a 2D soulslike boss rush action game focused on pattern reading, dodging, parrying, and challenging boss fights.

I recently released the Steam demo, and I wanted to share it here because this project was made almost entirely through an AI-assisted “vibe coding” workflow.

I don’t come from a traditional game development or programming background. Instead, I used AI as a development partner throughout almost every part of the project.

AI was actively used for:

  • Game planning and system design
  • JavaScript / HTML5 implementation support
  • Debugging and code review
  • Combat mechanics and boss pattern iteration
  • UI/UX ideas and structure
  • Sprite, illustration, and visual direction prompts
  • Text, localization, store page copy, and marketing materials
  • Development workflow planning as a solo creator

I tried to use almost every AI tool that could realistically help in a one-person development environment — coding assistants, image generation tools, writing tools, translation tools, design prompts, and planning workflows.

That said, the game itself is not an “AI gameplay gimmick.”
It is a handcrafted 2D action game where the player learns boss patterns, dodges attacks, parries at the right moment, and survives through timing and repetition.

The most interesting part of this project was learning what AI can and cannot replace.

AI helped a lot with speed, structure, iteration, and turning ideas into working features.
But game feel, difficulty tuning, readability, balance, and whether combat actually feels fair still required manual testing, judgment, and repeated adjustment.

https://preview.redd.it/pdpibvrco4yg1.png?width=4398&format=png&auto=webp&s=4e3ecf6bb03d9972b3b57e072debeaf858a7cca4

Steam page / Demo:
https://store.steampowered.com/app/4424450/BROKEN_SOUL__Boss_Rush/

I’d love to hear from other AI-assisted game developers.

For those using AI in your own projects:
How far do you think a non-programmer can realistically go with vibe coding and AI tools in game development?

reddit.com
u/DoubleJayM — 1 month ago

https://reddit.com/link/1sywmt2/video/p6nscqjdc4yg1/player

Hi everyone,

I’m a solo developer working on BROKEN SOUL : Boss Rush, a 2D soulslike action game focused on boss fights, pattern reading, dodging, and parrying.

The game is built around challenging boss battles where you learn enemy patterns, time your actions carefully, and survive through precision rather than grinding.

I recently released the Steam demo, and I’d love to share it here with anyone who enjoys:

  • Soulslike combat
  • Boss rush games
  • Dodge/parry timing
  • Dark fantasy action
  • Challenging 2D games

https://preview.redd.it/nfp9n9uec4yg1.png?width=4398&format=png&auto=webp&s=cfba62924545691ff31184b77139cd7e0ca38136

Steam page / Demo:
https://store.steampowered.com/app/4424450/BROKEN_SOUL__Boss_Rush/

If the game looks interesting, wishlisting it would help a lot.
Any feedback on the demo, combat feel, difficulty, or Steam page would also be greatly appreciated.

Thanks for checking it out!

reddit.com
u/DoubleJayM — 1 month ago

https://reddit.com/link/1sy0db0/video/bnk8qhxpexxg1/player

I’m currently developing a 2D soulslike boss rush game as a solo developer.

The core focus is on pattern-based boss fights, precise dodge/parry timing, and learning through repetition. It’s built around a simple grid-based movement system (5x2 lanes), which helped me keep the design readable while still challenging.

I recently uploaded a demo on Steam, and it’s been an interesting experience seeing how players react to difficulty, responsiveness, and readability.

As a solo dev, one of the biggest challenges for me has been balancing “fair difficulty” vs “frustration.” Especially in a boss rush format where there’s no filler content, every mistake feels heavier.

https://preview.redd.it/7a4bw4p5gxxg1.png?width=4398&format=png&auto=webp&s=df108d3868b6fdc6d782b741e7266fdce9abf43c

I’m sharing this here because I’d love to exchange experiences with other solo devs working on combat-heavy games.
How do you approach difficulty tuning and player feedback in your projects?

Happy to answer any questions about the development process as well.

reddit.com
u/DoubleJayM — 1 month ago