https://roguebit.bigosaur.com/
And it sold over 25000 copies so far.
It would still be trivial for the developer to add an “textshot” feature to export a frame to .txt, so I’d still qualify it as fitting the ASCII art aesthetic.
I was at first confused. Of course "real ttys" have some metal in their back end! (I'm too young and my default mental image of a "real tty" contains a CRT, but there's probably even more metal in a teletype.)
Any pointers on how to set up a grid of ASCII characters? That'd be what I would use tcod for. It seems like it should be easy, but I guess I don't know how to look for it.
Here, try looking at this gameplay video:
https://www.youtube.com/watch?v=u4RskXHDLzo&t=183s
It's hard to pick any point in that 75 minute video that would be a good trailer material. There's nothing visually spectacular except some static ASCII art and there's no surprise mechanics that would draw attention. The game itself isn't about ASCII art anyway, so having that in the trailer wouldn't make you learn much.
But then again, it isn't a game for everyone. It's for people who are into hacking, computer internals, binary/hexadecimal numbers or assembly/machine language.
http://www.zachtronics.com/tis-100/
https://store.steampowered.com/app/504210/SHENZHEN_IO/?curat...
https://store.steampowered.com/app/716490/EXAPUNKS/?curator_...
I think a gameplay trailer could be made from content from that video, by stringing together a series of short clips. Show the player moving around, manipulating things. Each clip a few seconds in length. Similar to the trailer for Exapunks, you could display text like "Solve puzzles" "Manipulate bits" "Hack your way to safety" (or whatever makes sense). Maybe end with a sequence where something drastic happens (the player does something and the whole screen changes), fade to black.
I think it'd be useful to show the player what the gameplay is actually like. Sure, it's not for everyone, but you can still show what it is.
Did you sell a lot more on Switch or something? I really would be surprised if an ASCII game could sell 20k on Switch.
I have 4 games on Steam, and "review to sale number" ratio is all over the place, so it isn't that easy to use for estimation. You can get some idea, but 2500 is nowhere close really.
> Did you sell a lot more on Switch or something? I really would be surprised if an ASCII game could sell 20k on Switch.
About 2/3 of the sales were on Switch. I was surprised as well. I meant the game to be Steam-only, and then some of the players asked for a Switch version. I was blown away after the first month of release.
IMHO, turn based (or just slow paced) puzzle games are awesome for Switch because of the portability. In the evening when the kids have finished playing their Zeldas and Dragon Quests, you can lay back and solve a couple of puzzles until it's time to sleep. Looking at my personal play times, the game I play on Switch the most is "Baba is You".
I know that review ratio isn't perfect but it's still a good rough estimate. It did in fact clue me in that the majority of your sales were probably from Switch.
Thanks for the response!
I'm creating a game right now and I can't get them to respond. I'd love to hear what worked well for you.
It's got features from festivals like IndieCade, and had really good Steam reviews during Early Access, so getting a dev. kit was relatively easy.
Rogue Bit came afterwards.
BTW, I tried to check out your game, but your websites (both .com and .us from HN profile) seem to be unreachable? If you're pitching to Nintendo, you need to make sure everything works and you present yourself as an established studio.
And thank you for the heads up, that means a lot to me -- There is intentionally nothing there at the moment.
So it's... technically doable.
- rogue - (net)hack - moria, angband, etc
Door in the Woods is ASCII only and has sold ~5,000 copies in about a month. In fact this game has inspired me to try to work on a pure ASCII roguelike for my next commercial project.
Not sure if that's a "YES" or a "NO" given your question.