🐀part-time indie dev team of 2 🐱developer of Galaxy Critter Co. ⭐wishlist now on Steam https://xitter.cf/t.co/aBFidN2Vlp

Joined June 2025
We are happy to announce that #GalaxyCritterCo will be released Sep 28 2026 on Steam :) !!!🫡🥳 Can't wait for the dayyy 👉Wishlist this cute roguelite TD on Steam NOW! #gamedev #steam #indiegame #ゲーム制作
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#GalaxyCritterCo is OUT TODAY! Play this cute roguelite TD on Steam NOW!🥸 #gamedev #steam #indiegame #ゲーム制作
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Rat2 Studio retweeted
Someone just cloned my game with AI. No beef, from his profile it looks like he is just messing around and having fun with what the model can spit out and probably will not finish anything. I too sometimes use some form of ai to brainstorm and maybe test some idea before i put my time to it. Started thinking though. Posting dev progress used to feel safer because nobody was realistically catching up in a couple of days. Now any decent idea gets cloned almost immediately and the feed is so stuffed with AI slop that original stuff has a harder time even showing up. And yeah it kinda sucks. Used to feel like there was more art in making games. Even a tiny prototype gave you actual pride because you dragged it into existence yourself and you understood what you built. Now even when something small works that pride feels thinner. Views used to be bigger too a lot of the time because just having a thing like that exist was rarer. Copying with AI still will not save you if you do not know what you are doing though. You see a spider game and want to remake it but you do not know procedural animation or IK so you keep asking the bot to fix the legs and it goes nowhere. Or you want that miniature tilt shift look and you keep poking model scale and camera distance instead of just putting blur and depth of field on it. Without the actual vocab you slam into a wall pretty fast. So I will drop a few favorite pre AI tricks in the replies. Some math, graphics or another tricks that hyped me when i was younger. I hope that i was able to put my feelings through words and i just want people to feel what I felt as a kid when i used to staying up late dreaming of making something, learning everything from scratch, and feeling the genuine magic of indie games before everything started feeling like something idk dead and artificial.
Astra fails to clone this and just makes a 3D voxel game instead of a 2D rendered game built with 3D
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2 DAYS left!!🥺 Wishlist Galaxy Critter Co. on Steam😈 #gamedev #steam #indiegame #ゲーム制作
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Our super cute & chaotic Roguelike TD #GalaxyCritterCo will be OUT in 3 DAYS!!🐭🙌 Come and take a look :> #gamedev #steam #indiegame #ゲーム制作
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THE ENDLESS MODE😈 . btw #GalaxyCritterCo will be releasing in less than 2 weeks!!🥺 #gamedev #steam #indiegame #ゲーム制作
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Added a couple of hotkeys: B – Bug Cage M – Tournament Schedule Also polishing the UI feel. I want every click to be satisfying, not just functional. #Aviarena #IndieGame #GameDev #IndieDev #Roguelike #CardGame #Unity3D
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If you're looking for a game made by passionate people, with NO AI, you can try out our demo during #SteamNextFest 🦌🍃
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they say slippers work well on bugs so i made these turrets🤓 #SteamNextFest #indiegame #gamedev #ゲーム制作
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Try Galaxy Critter Co. during the #SteamNextFest !!! It is a cute chaotic roguelike TD made by 2 indie devs part-time brick by brick🫡 If you're looking for fresh roguelite TD mechanics, cute art, and unhinged humor then this would be the game.🙌 #gamedev #indiegame #ゲーム制作
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Cute Critters🐱🐭 vs. Evil Bugs🪳🕸️!! Our Roguelite TD #GalaxyCritterCo will be on the coming Steam Next Fest! This is my first (completed) indie game and so it's also my first Next Fest..🥸 What a journey we finally made it here🫡 #gamedev #steam #indiegame #ゲーム制作
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No tengo una bola de cristal para saber qué pasará con estos cambios, pero después de sacar 2 juegos en Steam, esta es mi lectura: La sección de popular upcoming nunca marcó la diferencia entre el éxito y el fracaso de un juego. Mi primer juego llegó ahí con 10k wishlists y consiguió unas 1500 más en el día y medio que estuvo ahí. Pese a todo, vendió poco, y seguramente hubiese vendido prácticamente lo mismo sin esas 1500 wishlists adicionales. Mi segundo juego llegó con 100.000 wishlists y consiguió unas 10k más. Otra vez, no hubiese sido un fracaso aunque no hubiese estado ahí. Con esto quiero decir que todo el trabajo de márketing del juego depende MUCHO más de otras cosas (demo, algoritmo, creadors de conenitdo, festivales de Steam...). Esa sección, aunque te da algo de visibilidad (y hace ilusión ver tu juego ahí) realmente no marca ninguna diferencia. Sin embargo, para juegos muy grandes sí se puede notar algo más la diferencia, ya que funciona como un multiplicador (2x10 es 10 veces más que 2x1 y esas cosas...) Por ejemplo, 50k visitas en un vídeo de YouTube de mi primer juego suponen unas 10 ventas, mientras que el mismo número de visitas para mi segundo juego pueden llegar a ser tranquilamente cientos de ventas. Creo, que en lugar de centrarnos en esto como negativo, deberíamos ver las novedades positivas como el nuevo calendario de lanzamientos personalizado. Esta herramienta SÍ es muy interesante y creo que puede traer venta a los juegos indies, ya que se personaliza en base a los gustos de cada jugador. Es decir, la gente que vea tu juego son tu target y no gente a la que seguramente no le interese tu juego aunque se lo pongas delante de la nariz 20 veces. Conclusión: dejemos que Steam haga su trabajo y esperemos los resultados para saber si fue un acierto o un error. Steam nunca quiso fastidiar a los indies, y eso no ha cambiado. Tristemente, mucho juegos fracasan, pero eso no depende de Steam (ni para salvarlos ni para condenarlos).
Steam just made a change that's really gonna hurt future indie games. The Popular Upcoming page used to list games chronologically by release time. As long as you had enough wishlists to make the cut (~6k to 7k), you'd get some time at the top of the list for people to discover your game. Now it's listed algorithmically, with far more large games from major companies and publishers on the list, even those releasing two weeks away. The lowest wishlist count on there right now is 80k, when before it would've been 10 indie games as low as 6k wishlists. Feeling very lucky our game's early access release barely made it out before this changed. It was worth probably 1k wishlists for us, and we had some really unfortunate timing/positioning too. It can be worth thousands of wishlists and sales for smaller games. Steam is more heavily prioritizing larger games, with the budget and time to grow to enormous wishlist totals, or the rare indie viral hit. The small to mid-sized games just lost a way to find players. Steam players lost a tool to discover cool smaller games.
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