u/LeCosm0

Hi everyone,

I wanted to share a story - and get your opinion - about a major pivot we just went through. We are a team of 8 working on our first indie title, and we recently learned the hard way that a "dream concept" doesn't always translate to a fun game loop.

So, before starting, this is our game: https://store.steampowered.com/app/4532930/Rogue_Fantasy_EverShifting_Worlds/
Rogue Fantasy is a rogue-like JRPG auto-battler (yeah, I know, more on that later...)

The Spark

Two years ago, I was playing the FFIV remake on DS. I fell in love with that specific feeling of getting the airship and freely exploring the world map. I thought: "What if we made a JRPG centered entirely on that? A procedural world with short runs, vehicles, and constant discovery."

The team loved it. We spent a massive amount of time and budget building a 3D prototype in that classic DS-era style.

The Reality Check

On paper, it was perfect. We even took the pitch to the finals of the Gamescom Asia Best Indie Pitch. Prestigious publishers were interested and asked for the build.

But when we actually sat down to play it (and when they played it), the truth came out: it wasn't fun. The JRPG structure didn't mesh with procedural generation. It felt slow, aimless, and, honestly, a bit boring.

The First Pivot: From Procedural to Randomized

We made two big calls to save the project:

  1. Switching to 2D Pixel Art: 3D was too slow to iterate. 2D allowed us to move faster and speak directly to the 90s JRPG aesthetic our audience loves.
  2. Hand-drawn over Procedural: Instead of totally random terrain, we switched to "randomized" worlds. The maps are hand-drawn to ensure good flow and strategic paths, but the points of interest (towns, dungeons, bosses) are randomized to keep the "run" feeling fresh.

It helped the "lost" feeling, but the game was still too slow. We spent months trying to fix it by making combat more complex, but that just added more weight to an already sluggish pace.

The "Aha!" Moment

Last August, 18 months into development, I stumbled upon a game called "He Is Coming". It’s an auto-battler, and it clicked: the heart of our game was actually exploration, team building, and preparation.

By switching to an auto-battle system, we removed the tedious repetitive fights and focused entirely on the strategy. It took a massive amount of work to overhaul, but for the first time, the game actually feels balanced.

The New Hurdle: The "Auto-Battler" Stigma

Now we have a different problem. The term "auto-battler" has been somewhat hijacked by low-quality F2P mobile clones. When we describe the game, the initial reaction is often mixed. However, once people actually play it and see the depth of the JRPG mechanics, they get it and love it.

My question to you, guys:

Have you ever had a concept that sounded like a "guaranteed hit" on paper but felt "off" for months or years once you started prototyping? How long did you fight the original vision before you accepted a radical change?

I'd love to hear your stories on how you found your "click" moment.

u/LeCosm0 — 16 days ago
▲ 34 r/IndieDev+1 crossposts

Hi everyone,

I wanted to share a quick post-mortem on how we managed to hit our first 1,000 wishlists in just four days. We are a small indie studio of 8 people based in Morocco, and we are currently working on our first game (a Rogue-like JRPG) for release later this year.

https://store.steampowered.com/app/4532930/Rogue_Fantasy_EverShifting_Worlds/

https://preview.redd.it/kw8fmbyqkwxg1.png?width=888&format=png&auto=webp&s=c493407485ac039c5e8fa1b13711b7165e0a0b49

The Context and Our Mistakes

We launched our Steam page a few weeks ago, but we didn't start any communication until a week later. This was likely a mistake, as we heard Steam provides a visibility boost right at publication that we didn't capitalize on. After one week of silence, we only had about 10 wishlists (mostly family and friends).

Currently, we don't have a dedicated community manager. Our producer and game director handle the socials, which I wouldn't recommend if you can afford even a part-time resource. We set up Instagram, X/Twitter, and Threads with a full roadmap and planned content, but as a daily Reddit user, I felt this was the place to actually talk to our niche.

The Organic Approach

I didn't have a complex plan. I just targeted the most relevant subreddits (specifically r/JRPG and r/IndieDev) and posted 3 unique, tailored messages in 3 different subreddits. No copy-pasting, no cross-posting.

This last post sparked a lot of debate. Our game design choices are polarizing, which I don't necessarily recommend unless you are aiming for virality, but it certainly got people talking.

The Paid Experiment

Within hours, we jumped to 100 wishlists. Surprised by the momentum, I decided to test Reddit Ads with a small budget: 100 euros over 5 days (20 euros/day).

I did everything "wrong" according to the books:

  • I set up the campaign on my mobile phone (the mobile site isn't great for this, I don't recommend it).
  • I used the first image I found (our logo on a white background).
  • I didn't set up trackers, so I can't be 100% sure about the split between organic and paid conversions.

Halfway through a flight from Morocco to France, I checked the stats and we were already at 500. A second ad variant with a video actually performed worse than the simple logo, which I still can't quite explain.

https://preview.redd.it/il5frylnkwxg1.png?width=1238&format=png&auto=webp&s=42df284fbffadc7fbfddafba8a3fb8a44276a727

The Results

We crossed 1,000 wishlists after 4 days, averaging about 150 per day. Once the 100 euro budget ran out and I stopped the ads, we only gained 4 wishlists in the following 12 hours. This suggests the ads played a very significant role.

The Reddit ads dashboard showed a 1.5% CTR, which is apparently quite high (0.4% is often considered good). We didn't even localize the ads, which people say helps even more.

Final Takeaways

  1. Niches Matter: If your game fits a specific niche (like JRPG + Roguelite), Reddit is incredibly powerful for fast feedback.
  2. Thick Skin is Required: Organic posts can be brutal. People will tear your game apart. We've spent 24 months iterating on our loop, so we are confident, but these comments might have really hurt my morale if I had read them a year ago.
  3. Ads can be Accessible: It isn't free, but 100 euros is often cheaper than hiring an agency. If you have a publisher, it is a strategy worth suggesting.

I'm happy to answer any questions about the process or the stats if it helps anyone else with their launch!

reddit.com
u/LeCosm0 — 16 days ago