What is genre specific elements for incremental game capsule for Steam?

What is genre specific elements for incremental game capsule for Steam?

So right now I decided to go with art-studio to do my capsule art and I have a hard time deciding what should be shown on my capsule.
Here is my game for reference - it is an incremental city builder game mechanically similar to Tower Wizard, Gnorpue Apologue and also Crownhold - fresh release that went quite well for the developer.
https://store.steampowered.com/app/4670160/Ember_Folks/

I know that general advice is to do something similar to what other genres do in their area:

  • Making a racing game? Your capsule should include cool looking car, maybe drifting car or couple of cars
  • Farming simulator? Tractor on the field, 100%
  • Store simulator? Well, it should definitely have store shelves on the background
  • Factory automation game? Big factory on the background with conveyor belts, or like Satisfactory did - one conveyor across all capsule
  • Melee combat roguelike? Cool character with a sword slicing through bunch of enemies
  • City builder? You should show giant city on the capsule

But with incremental games it is quite tricky
Here are couple examples of popular incremental games

Fortune mill - it has tons of gold and numbers on capsule- well, pretty incremental to me
Gamblers table - action, characters running, gold coins - also incremental vibe
Crownhold - kingdom builder incremental, capsule displays castles and land, nothing visually incremental
Chef Knight - capsule looks more like roguelike built around cooking theme
You Know The Drill - cave and drill, which tells us it is a mining game, nothing tells about incremental part
Tower Wizard - mega popular incremental, and by all design principles capsule should not work - it is pixel art which is not good for capsule by opinion of all marketing experts, more than a half of capsule is dark background which make it less noticable, all it has in terms of art - is a tower, which tells nothing about game genre basically. Is it tower defence? Is it roguelike about wizard running around in tower? Anyway, somehow it works. I guess. We dont know about CTR stats that barribob has

So generally, what I see after looking through a tons of successfull incremental games capsule - it is hard to define what genre specific art element can easily tell the audience that this is an incremental game.
Except money and coins. If incremental game build around money or gold (Fortune Mill, Bills must be paid, Sticky Scratchy) - it should display tons of dollars, coins, gold pieces etc.

But what should I do for incremental city builder game?

  • Show quirky and funny collague of city construction process? Because it is basically main game flow - constructing and expanding city? I'm afraid there can be genre mismatch with city builder or strategy games
  • Show a lot of characters running around and doing something - building, mining etc? Maybe, considering that those characters are basically name of my game
  • Show main game fantasy about reigniting a star? Not sure that idea of heat-beam pumping into the star is so much interesting that it should be main part of capsule. Also I tried this once, and I got feedback like "I thought your game is about protecting planet, like tower defence"
  • Show cursor as a part of game logo, as I tried to do with current capsule I kitbashed in couple of evenings? Not sure anymore, I thing that clicker games and incremental games are not exactly the same (cursor is more about clicker game, not incremental). Even though a CTR is 2-3 times better compared to previous version, but still not great
  • Show a lot of resouces flying around, because game is also about collecting resources and make numbers grow up?

In main capsule I can basically show all of the above, but what to do about those tiny capsules that will be shown on tag page and other lists?

What are your opinions? What do you thing is the best approach in designing incremental game capsule? What can you recommend for my case? Any advice will be much appreciated

u/GregTDev — 5 hours ago

Can someone recommend good Steam capsule artist?

Hey! I'm trying to find a Steam capsule artist for my incremental game who can do a job for a reasonable price

Are there any developers here who worked with a capsule artist recently and happy with the results? Maybe you even saw your wishlists / CTR improve after uploading a new capsule? I'd really appreciate any recommendations!

I've already tried posting in another thread looking for a Steam capsule artist, but I got like 100 DMs and comments in 15 minutes from bots or people whose portfolios weren't even remotely relevant... Two people already DMed me in discord trying to scam for 50-100% payment upfront before even discussing requirements (accounts registered like yesterday)

So maybe you guys can help me out and recommend someone you've actually worked with?

reddit.com
u/GregTDev — 14 hours ago

Can someone recommend good capsule artist?

Hey! I'm trying to find a Steam capsule artist for my incremental game who can do a job for a reasonable price

Are there any developers here who worked with a capsule artist recently and happy with the results? Maybe you even saw your wishlists / CTR improve after uploading a new capsule? I'd really appreciate any recommendations!

I've already tried posting in another thread looking for a Steam capsule artist, but I got like 100 DMs and comments in 15 minutes from bots or people whose portfolios weren't even remotely relevant... Two people already DMed me in discord trying to scam for 50-100% payment upfront before even discussing requirements (accounts registered like yesterday)

So maybe you guys can help me out and recommend someone you've actually worked with?

reddit.com
u/GregTDev — 14 hours ago

Fellow incremental devs, can you recommend your capsule artist?

Hey! I'm trying to find a Steam capsule artist for my incremental game who can do a job for a reasonable price

Are there any developers here who worked with a capsule artist recently and happy with the results? Maybe you even saw your wishlists / CTR improve after uploading a new capsule? I'd really appreciate any recommendations!

I've already tried posting in another thread looking for a Steam capsule artist, but I got like 100 DMs and comments in 15 minutes from bots or people whose portfolios weren't even remotely relevant... Two people already DMed me in discord trying to scam for 50-100% payment upfront before even discussing requirements (accounts registered like yesterday)

So maybe you guys can help me out and recommend someone you've actually worked with?

reddit.com
u/GregTDev — 14 hours ago

[PAID] Looking for Steam capsule artist for my incremental game

Hey, I'm working on incremental city builder game - Ember Folks
https://store.steampowered.com/app/4670160/Ember_Folks/
Right now I'm looking for capsule artist - I need full package (store + library assets + clean PSD in the end to use it as a part of presskit later)
Leave a comment or DM me with a link to your portfolio, usual rates and delivery time.
If you made steam capsules for successful or semi-successful incremental games before - it would be a big advantage )
Here are couple examples of capsule art for incremental games I really like

https://preview.redd.it/bhuhg7gz6bkh1.png?width=908&format=png&auto=webp&s=52e6e9efc81a44ca8faba20a4a388fb02c2f3a90

reddit.com
u/GregTDev — 16 hours ago

Orbital Potato made a video about my game, and I got +300 wishlists in a single day! I can't wipe this stupid smile off my face

reddit.com
u/GregTDev — 14 days ago

What type of game can be built around falling sand simulation?

Recently, I've been working on preparing my game's Steam demo and I decided to take a short break and think about my next project.

Some time ago, I had a lot of fun implementing a falling sand simulation. It was probably the most satisfying thing I've ever worked on in game development, and I think that my next game will be built around that system.

We've already seen games like Sandustry, a satisfying falling-sand automation sandbox, and Noita, where the falling sand simulation is a huge factor for combat. I also came across Particul, an incremental game with a falling sand simulation, but I feel like it doesn't really take full advantage of the system. For the most part, you're just watching a pile of sand grow.

I've been trying to think of other genres that could create a really interesting synergy with a falling sand simulation. Maybe a tower defense game where you destroy enemies and environment? Or a demolition simulator where you have to bring down buildings using different tools? An automation game where you shred different objects - or even creatures - into particles and use those particles to craft something new?

I definitely don't want to make another sandbox automation game like Sandustry - it already exists on market, and it does it's job really well. I also don't want to make a basic falling sand sandbox where you just paint hundreds of different materials onto the screen and watch simulation. There are already plenty of games like that on Steam.

I'd rather build something that uses a falling sand simulation as a core mechanic in a new genre or in a way that hasn't really been explored yet.

Are there any fellow fans of falling sand games here? I'd love to hear your ideas around falling sand game you'd like to play.

reddit.com
u/GregTDev — 1 month ago

Looking for a feedback for my updated Steam page

Hey, recently I've updated Steam page for my game and looking for a feedback and suggestions - what can I improve?
I ordered illustrated capsule art, made shorter and more "intense" trailer, updated GIFs, long description, new screenshots with more content. What are your thoughts?

u/GregTDev — 2 months ago

Question about content creator outreach for the demo

Hey! I'm currently polishing my demo and planning to update the itch io version soon to gather more feedback, and once I’m happy with its quality, I’ll release the demo on Steam.

I also have plans to do content creator outreach twice: once for the demo and once for the full release.

In addition, I want to participate in the Steam Next Fest and, hopefully, a couple of smaller festivals before that if I get the opportunity. The demo will be available on Steam several months before Next Fest so I can (hopefully) build up more wishlists before the event.

My question is: when should I do content creator outreach for the demo?

Option 1: Do it early, several months before Next Fest. This would hopefully generate as many wishlists as possible, provide additional feedback, and give me plenty of time to improve the demo before the festival. It would also let me enter Next Fest with a solid wishlist count, which should help with visibility during the event. Also more visibility from smaller festivals if I will be lucky enough to enter them

Option 2: Do it a couple of weeks before Next Fest. This would likely mean having fewer wishlists when entering the event, but it could also create stronger momentum leading into the festival, with daily wishlist gains of 30–50 instead of my usual baseline of 3–5. More people will play the game during each day of festival because I will get not only players who discovered my game from Steam while scrolling festival page, but also players who discovered it from fresh youtube videos

Right now, I’m leaning toward option 1, but I’ve noticed that a lot of successful games seem to follow option 2 instead. What are your thoughts?

reddit.com
u/GregTDev — 2 months ago
▲ 40 r/gamedevscreens+1 crossposts

Hi! Today I finally posted Steam page for my incremental game Ember Folks. Demo is coming in this month (gonna start with web-build for itch, and after feedback and improvements - steam demo also will be available)

For now I have a Steam page with trailer, screenshots and GIFs and I would be really happy to hear any thoughts (first impressions) related to game visuals or Steam page in general

https://store.steampowered.com/app/4670160/Ember_Folks/

u/GregTDev — 4 months ago