I just released the first major update for the GUNBOAT-8 demo! Looking for playtester feedback.

Game: GUNBOAT-8

Steam demo: https://store.steampowered.com/app/5213390/GUNBOAT8_Demo/

Hi all,

Thanks to everyone who has checked out GUNBOAT-8! The reception has been great and I am glad to see so many people enjoying the game.

I have just released the first update to the demo since launch. It covers some balances and bugfixes but primarily tackles an issue of playtime.

The average playtime for a successful run was 70 minutes! Much higher than we intended. Someone even took 2 hours to finish a run. I spent some time reshuffling the structure of the game so that the game now plays over approximately 40 minutes. I'm looking for active feedback from playtesters on how the game feels at this length.

Alongside reshuffling the game duration, I've added some new special ventures to your voyages. These special missions come with legendary rewards to look out for on your runs. Take a look at the stormy weather mission which will reward you with a very god-like item - if you manage to survive the thunder!

Thanks again to everyone who's checked out the game! The feedback has been overwhelming and I have lots to keep doing while solo-developing this game.

u/Holiday_Dinner7373 — 8 days ago

The ideal battleship (steam game / selfpromo)

Hi all,

'The Ideal Battleship' is a concept by Italian naval architect Vittorio Cuniberti. While on a trip to the Royal Navy Museum in Portsmouth (UK), I came across this. The design focuses on a 12 gun, 8 mount armament with heavy armour and high speed.

The concept was never productionised, however it was a large inspiration for ships like HMS Dreadnought.

I'm a game developer and when I saw this drawn concept, I was immediately thinking around how I can let people create their own 'ideal battleship' in the same 8 mount layout. Anyway, 6 months later, and I have turned this into a Steam game!

I thought some people here might be interested. The game is arcade-style, but I've tried to still capture the essence and grand feel of warships. The second image slide shows how weapon customisation looks in my game. You can hopefully notice parallels in the 8 mount configuration to Cuniberti's design. The third slide shows a Dreadnought inspired design, with the same gun configuration as in Cuniberti's concept.

If anyone is curious, please checkout my steam game here: https://store.steampowered.com/app/5213390/GUNBOAT8_Demo/

u/Holiday_Dinner7373 — 15 days ago

Steam Demo Release | Become the God of the ocean by combining powerful weapons and recruiting Blackbeard to fight by your side - GUNBOAT-8

Game: GUNBOAT-8

Steam demo: https://store.steampowered.com/app/5213390/GUNBOAT8_Demo/

I'm Matt, a solo developer working on a new auto-shooter roguelite. I just released the demo for on Steam, and I am looking for early signal from roguelite enthusiasts.

GUNBOAT-8 focuses on deep meta-progression and theorycrafting. You control an auto-shooting ship with 8 weapon slots. Carefully configure weapons on your ship, and power them up with unique rune combinations. You battle through real-world locations, taking on bosses from historical, modern and fantastical times.

I've had a blast making the game! A successful run can take anywhere between 30-60 minutes depending on how experienced you are. I've also included some special missions into the demo, so hopefully there's lots of replayability!

Thank you for your time!

u/Holiday_Dinner7373 — 15 days ago

First high effort short fell below expectations. Looking for feedback on the hook + retention aspects.

Link: https://youtube.com/shorts/2Kz4IzjGplI?si=W3Hvp8izisEdJ8Va

I tried to script and edit this short such that every other sentence is a new question or answer i.e. creating a tight hook / reveal loop. It’s my first time scripting a short and I’m looking for feedback on if this worked well. The initial retention metrics are worse than anticipated and the video only got views for 3 hours before receiving no more attention. Thanks!

u/Holiday_Dinner7373 — 3 months ago

I'm trying to make the path selection in my game look more visually appealing. Previously it was a flat map but I've replaced it a vast ocean that you navigate before battle.

I'm working on an auto shooter inspired by games like Brotato and Vampire Survivors. I notice a lot of these games don't do path selection and opt for linear pathing or a continuous experience. In my game, you control a warship, so I wanted to find a way to make it feel like you're conquering an ocean. I couldn't think of a way to do this easily without adding some sort of path selection.

What do you think of the visual appeal here? I appreciate some of the understanding as to 'what is happening here' is under-developed, but this is a clip where the player chooses between 3 next stages before going into battle.

u/Holiday_Dinner7373 — 3 months ago

[Feedback request] my minimal naval auto-shooter is looking for feedback from seasoned survivors! The goal is to customise your ship and survive waves of enemies.

Hey! We have an in-browser demo on itch of our game, GUNBOAT-8. The game revolves around customising 8 weapon slots and hunting bosses that lurk in the oceans.

We're looking for feedback specifically on:

- The pacing of the game. Do you feel in control? Does the game come at you too fast or slow?

- The enemy difficulty. Are enemies unique, interesting and easily distinguishable?

- The shop. Is the shop easy to navigate without a text tutorial?

If you're interested in giving it a go, you can play it on itch: https://matt-neave.itch.io/gunboat-8

u/Holiday_Dinner7373 — 4 months ago
▲ 21 r/BulletHeavens+3 crossposts

Our 96% positive space incremental just hit it's all time player count 2 months after launch!

Hey everyone!

Two months ago we released an incremental game on Steam. Since then it's gone on to receive 96% positive reviews and sell over 1400 copies! Thanks to some content coverage recently, we've just hit our all time player count. Thanks for everyone who's checked the game out.

For those who haven't, Holding Pattern is a minimal node-like game, where you upgrade your planet to help deal with increasingly more difficult enemies, earn loads of cash and defeat challenging bosses using a variety of unique skills.

The game revolves around a skill tree that's designed to be dynamic and interesting, providing meaningful decisions as opposed to linear progression.

You can pickup the game on Steam if you're interested: https://store.steampowered.com/app/4309180/Holding_Pattern/

AI disclosure: the game does not (knowingly) use generative AI for any assets. (We welcome to be challenged on any suspected generative AI usage so we can continue to keep our game free from AI-assets).

u/Holiday_Dinner7373 — 4 days ago

Hello! I launched my game Holding Pattern exactly 1 week ago on Steam and these are my first week numbers.

I launched with 700 wishlists - a much lower number than I had hoped for, but it was time for me to move onto the next game.

I’ve read lots on marketing and the importance of wishlists, so with 700 wishlists i’d started to accept my sales would be in the range of 25-100 first week.

By the time the numbers for week 1 are finalised, i’m expecting to have outsold my wishlist count going into launch. Firstly, i’m overwhelmed with how much my game exceeded my targets.

The two things I can’t grapple with are: how did this happen? This feels against all the expectations I had set from reading Steam marketing information. The second is, i’m not sure how to learn from this. I’m not sure what I should do differently next game to improve my confidence going into launch, and not just ride a wave of ‘post launch luck’.

This is my first Steam game, so i’m looking for feedback on where my assumptions were wrong and what I could do better next time. Thanks in advance. I’m linking the steam page incase it’s relevant for feedback: https://store.steampowered.com/app/4309180/Holding\_Pattern/

u/Holiday_Dinner7373 — 6 months ago