https://store.steampowered.com/app/2451100/
You simply have no way of knowing if what you're building is any good until you give it to someone else to play.
You can't big brain your way out of this. Do a playtest, get the uncomfortable feedback, fix it, and then playtest again.
You simply have no way of knowing if what you're building is any good until you give it to someone else to play.
You can't big brain your way out of this. Do a playtest, get the uncomfortable feedback, fix it, and then playtest again.
If you want to do this for a living, then run it like a business. Set a deadline, and hit it.
Don't tell yourself "It just needs this one last feature." That's your way of procrastinating. You'd be surprised how much stuff you think you need that can really be cut.
If you want to do this for a living, then run it like a business. Set a deadline, and hit it.
Don't tell yourself "It just needs this one last feature." That's your way of procrastinating. You'd be surprised how much stuff you think you need that can really be cut.
You're indie! Why did you get into this field if you didn't want to do your own thing? Novelty is the superpower of indies. We get to do all the weird stuff that AAA won't touch, and there's no one to tell us no.
Being weird gives games character.
You're indie! Why did you get into this field if you didn't want to do your own thing? Novelty is the superpower of indies. We get to do all the weird stuff that AAA won't touch, and there's no one to tell us no.
Being weird gives games character.
LRL was always meant to be a an introduction to automation games for the cozy crowd.
By saying what the game is, we are also saying what it isn't: a hardcore automation game. If we catered to that audience, we would have lost what is actually unique about the game.
LRL was always meant to be a an introduction to automation games for the cozy crowd.
By saying what the game is, we are also saying what it isn't: a hardcore automation game. If we catered to that audience, we would have lost what is actually unique about the game.
Ryan Clark's (@braceyourselfok.bsky.social) video series on video game hooks was the spark for this entire game. Stardew Valley but with Factorio-style automation? That's just not something that existed when I started working on this game.
Ryan Clark's (@braceyourselfok.bsky.social) video series on video game hooks was the spark for this entire game. Stardew Valley but with Factorio-style automation? That's just not something that existed when I started working on this game.
Chris Zukowski from How to Market a Game does a fantastic job of breaking down which genres are popular on Steam. It is not a coincidence that Little Rocket Lab is a simulation game and RPG, both of which rank high on median revenue, while low on number of games released.
Chris Zukowski from How to Market a Game does a fantastic job of breaking down which genres are popular on Steam. It is not a coincidence that Little Rocket Lab is a simulation game and RPG, both of which rank high on median revenue, while low on number of games released.