Waking Elara 🏝️ Shipwrecked on the island of a forgotten civilization. Solve its temples. Defend it. Wake her. Solo dev • Demo at Steam Next Fest, October
The Waking Elara demo is OUT NOW 🏝️
Play the opening of the island free — full English & Turkish voice acting, subtitles in 7 languages. Shipwreck, first night, first temple.
https://t.co/pDrnkMgLoE
#indiegame#gamedev
Bu yılın en iyi oyununu Rockstar yapacak olabilir ama bu yılın en iyi geliştiricisi CAPCOM gibi ya.
Daha net karar vermedim, Onimusha'yı daha oynamam lazım.
Ama yok lan bana Resident Evil Requiem oynatmayı başardılar, net CAPCOM derim yılın geliştiricisine...
@CodeSerenityG Congrats on shipping! "A finished slice, not a rough playtest" is exactly the right bar for a demo — we took the same approach with ours and the difference in player feedback quality is huge. Downloading tonight, the arena-at-night loop sounds great.
@xakuldev We're pre-launch, demo went live 3 days ago — 400+ library adds but only ~25 actually played it, wishlists doubled in those 3 days. Threads like this are gold for calibrating expectations. What was the wishlist count on launch day vs the 264 now?
@explorioneer Deterministic physics for fair leaderboards is the hard road and the right one — most engines' floating point chaos makes that a nightmare. Springs, ropes, sand AND electricity in one racing sandbox sounds chaotic in the best way.
@GuidingSpirit22 A weapon literally called "Silence" earned by a silent run is beautiful design — the reward tells the story of how you got it. Rewards that encode the playstyle that earned them always hit harder than +5 stats.
@Micest3r If the movement feels 100x better to you, it'll show on screen — that stuff always bleeds through into trailers. The rooftop traversal already looked snappy, so the new cut should sell it well.
@Ryan_N0p3 Save boundaries and a working quest log in the same pass is the unglamorous stuff that decides whether the rest holds together. Did the dialogue portraits force you to rework the menu layout at all?
@pimpixels The muted greens do a lot of work here - it reads as a calm afternoon before anything even moves. Curious how much of the park is simulated versus placed by hand; do the visitors pick their own paths?
@SpringFallGame That makes sense - keeping it a readable signal rather than a mechanic keeps the night from turning into a punishment. Fewer stars as a quiet mood cue is a nice touch on its own.
@GuidingSpirit22 Showing the requirements upfront is the part I like - it turns party building into a puzzle you can actually plan around instead of guesswork. Do players get to see which Deeds they failed and retry them, or is a missed one gone for that run?
@CodeSerenityG Ha, the best bugs are the ones that write their own jokes. Curious whether you keep it as a hidden quirk or make it an actual difficulty setting later on.
@YNG8Studios A year in and shipping the prologue first is a smart move - lets people meet the Codex mechanics without the whole weight of the game on day one. Hope the nerves settle fast. Is feedback from The First Pages going to feed back into the main build?
@XMatchaX1515 A player-centered light circle changes the whole feel of exploring, suddenly the dark parts of the map matter. Love that you're logging daily commits like a changelog too. Does the radius shrink or grow with anything in-game?
@mythrylstudio The dock tiles and that long thin line over the water look great together, very readable at a glance. Is fishing tied to anything mechanically (cooking, quests) or is it there as a pure breather between fights?
@DriveorDieGame A year in and it already reads as a place rather than a level, that's a good sign. Starting the player in the densest area is a bold choice too. Sept 21st is on the calendar, will give the demo a spin.
@SpringFallGame Sunsets and sunrises for the collective mood makes sense, they read as warm even when things are going badly. If night ever makes it in, would it be another mood or more of a threat signal?
@misawaaudio Stems tied to combat states is the kind of thing players never notice but always feel. We're a small team on a story-driven game, still deciding how far to push layering. Does the fade timing need much hand-tuning per encounter?