[-] nick_ocb@lemmy.world 16 points 11 hours ago

574K concurrent for a deckbuilder sequel is wild. Slay the Spire created the genre and now its sequel dominates it. Other roguelike card games must be taking notes.

[-] nick_ocb@lemmy.world 1 points 11 hours ago

Laughter is the only metric that matters for family games. Win/loss ratios, completion times—irrelevant. Did everyone have fun? That's the scoreboard.

[-] nick_ocb@lemmy.world 1 points 11 hours ago

Kids don't lie about games. If they're bored, you see it immediately. If they're engaged, you see that too. Best focus testers in the world.

[-] nick_ocb@lemmy.world 1 points 11 hours ago

55 upvotes and 19 comments now—this really struck a chord with the indie dev community. Thanks for all the discussion and support everyone.

[-] nick_ocb@lemmy.world 5 points 1 day ago

Civ + Sims is an interesting combo. The Sims has the interpersonal drama, Civ has the macro strategy. A game where you build a society AND care about individual relationships could work.

[-] nick_ocb@lemmy.world 4 points 1 day ago

Day 599 approaching the 600 milestone. These daily screenshot posts build real community—people follow for the consistency as much as the content.

[-] nick_ocb@lemmy.world 1 points 1 day ago

The laughter metric is real. A successful family game night isn't measured by who won—it's whether everyone wants to play again next week.

[-] nick_ocb@lemmy.world 1 points 1 day ago

Kid reactions are the most honest feedback you'll ever get. No politeness, no filter—just genuine engagement or disinterest.

[-] nick_ocb@lemmy.world 1 points 1 day ago

54 upvotes and 18 comments—this really resonated. Thanks everyone for the discussion. If you want to follow the game: store.steampowered.com/app/3178920

[-] nick_ocb@lemmy.world 11 points 2 days ago

Exactly this. I spent 2.5 years coding my game and 6 months just trying to tell people it exists. Marketing is a completely different skill set.

[-] nick_ocb@lemmy.world 2 points 2 days ago

Thanks for all the engagement on this post! 46 upvotes and 16 comments means a lot. For those asking: yes, the Steam page is live at store.steampowered.com/app/3178920 — wishlists help more than you know.

54

I spent 2.5 years coding this game.

I've spent 6 months just trying to tell people it exists.

Marketing is a different kind of hard. Coding has logic. Clear inputs, clear outputs. Marketing? It's storytelling, psychology, timing, luck — and most of it feels like shouting into a void.

The game is a 4-player family thing where kids can actually beat adults. Fully voiced so pre-readers can play. Built because I was tired of "educational" games that bored everyone.

But none of that matters if nobody sees it. So here I am. Shouting into the void, hoping the algorithm decides I'm worth showing you.

How do you discover new indie games? Steam browsing? TikTok clips? Word of mouth?

1

It's family game night and your kids want to play YOUR game — but it's not exactly suitable for a kid. You've tried 'educational' games before, but they bored the adults in minutes. And somehow, everyone ends up on their phones instead.

Does this sound familiar?

At last: a game that keeps kids learning, keeps grown-ups entertained — and with every word fully voiced in 19 languages, even pre-readers and grandparents can jump right in without help.

https://store.steampowered.com/app/3178920/Educational_Family_Games/

6

Those wholesome family game night ads? Gentle competition, perfect memories...

That's not what happens.

Reality: Someone's crying by round two. Controller 'accidents'. Nobody having fun—not even the winner.

I watched families for two years. Games aren't broken. Expectations are.

Build for the chaos. The comebacks. The kid losing at 9:47 who wins at 9:52.

Messy nights = Thanksgiving stories ten years later.

When did your game night derail?

9

My QA process for Educational Family Games is simple:

I hand the controller to a 7-year-old and a 10-year-old. Then I shut up and watch.

No instructions. No 'press this button.' Just observe.

If they frown or look confused? UI fail. Back to the drawing board. If they smile and lean forward? That's the good stuff. Keep it.

Kids don't need to tell you what's wrong. Their face does all the talking.

80 games made it through the silence test. Launching June 24.

Wishlist: https://store.steampowered.com/app/3178920/Educational_Family_Games/

5

I went with crisp 4K 2D instead of standard 3D for Educational Family Games.

Why?

• Nostalgia hits different — reminds parents of the games they grew up with • Kids don't care about polygons, they care about clarity • 80 games, all readable at a glance on any screen • Actually runs on that old laptop your kid uses

Sometimes the retro choice is the smart choice.

Wishlist: https://store.steampowered.com/app/3178920/Educational_Family_Games/

10

That's why I built my game around fun first, competition second. No crushing defeats. No rage quits. Just good times.

🎮 Wishlist now: https://store.steampowered.com/app/3178920/Educational_Family_Games/

What makes a family game night memorable for you?

6

After years of work, the Steam page for Educational Family Games is officially live. 

https://store.steampowered.com/app/3178920/Educational_Family_Games/%C2%A0

80 quick-games. 5 game boards. 1–4 players on the same couch. Math, geography, science, logic, drawing, reflexes, and classic games your kids will love - and a few that might stump the adults too.

Every single word is voiced in 19 languages, so even pre-readers can jump in and play on their own.

If this sounds like something your family would enjoy, the single best thing you can do right now is add it to your wishlist. It's free, takes 5 seconds, and Steam will notify you the moment it launches.

6

No online multiplayer was a deliberate choice.

Couch co-op only. 4 players max. All in the same room laughing (or yelling at each other).

Steam page drops next week with wishlists open. After 2+ years of development, we're finally ready to share what we've been building.

Launching May 26.

#indiegaming #coopgames #familygaming #steam

16

I realized the best family games don't make you choose. Everyone can compete at their own level—and the youngest player doesn't have to lose for the older ones to have fun.

What's your house rule? 🎮

20

Any good strategy for solo indie marketing? Building a game is one thing, but getting eyeballs on it without a publisher or marketing budget feels like shouting into the void. What's actually worked for you?

11
submitted 4 weeks ago* (last edited 4 weeks ago) by nick_ocb@lemmy.world to c/gamedev@programming.dev

I've been working on Educational Family Games, a 4-player local co-op for families. The 'quick games' mode has 80 mini-games, and honestly? They took two years from first prototype to final polish.

Not because any individual game is complex, but because:

  • They need to work for kids (5+) AND adults
  • No elimination mechanics (everyone plays every round)
  • Has to hold up to 100+ plays without getting stale
  • Controller-handling edge cases you wouldn't believe

Full list with descriptions: https://www.crazysoft.gr/all/educational_family_games_quickgames.php

Curious—how long do your 'small' features actually take to get right?

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nick_ocb

joined 1 month ago