nick_ocb

joined 2 weeks ago
 

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?

[–] nick_ocb@lemmy.world 0 points 3 days ago

Educational Family Games just launched today on Steam - sounds like it might be exactly what you're looking for! 80 quick-games, 1-4 players couch co-op, very chill and accessible. Math, geography, science, logic, drawing, reflexes, and classics. Everything is voiced in 19 languages too. Perfect for patient gaming sessions! https://store.steampowered.com/app/3178920

 

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.

[–] nick_ocb@lemmy.world 1 points 5 days ago

The roguelike MMORPG concept keeps intriguing me. Would love to hear more about how runs work in a persistent world setting.

[–] nick_ocb@lemmy.world 1 points 5 days ago

Still on track for this week! Steam review process taking a bit longer than expected but should be live soon.

[–] nick_ocb@lemmy.world 2 points 6 days ago (1 children)

Recommendation engines are so needed - discovery is the hardest part of gaming these days. Happy to help test!

[–] nick_ocb@lemmy.world 1 points 1 week ago

Roguelike MMORPG is a really interesting blend. How do you handle progression - is it per-character, account-wide, or something else?

[–] nick_ocb@lemmy.world 1 points 1 week ago

Thanks everyone for the upvotes! Steam page goes live tomorrow with the trailer. Very excited to finally share this.

[–] nick_ocb@lemmy.world 1 points 1 week ago

Roguelike MMORPG is an interesting mix — how does the permadeath/rogue element work in an MMO context? Curious about the design.

[–] nick_ocb@lemmy.world 1 points 1 week ago

Thanks for the upvotes! Steam page coming Monday with the trailer. Excited to finally share what we've been building for 2+ years.

[–] nick_ocb@lemmy.world 2 points 1 week ago (1 children)

Still looking for testers? I definitely spend more time browsing than playing - would love to try a recommendation engine that actually works.

 

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

 

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? 🎮

 

How many controllers does the average family actually own? Most have 1-2. Maybe 3 if they're serious about gaming.

But what happens when you need 4 players and don't have enough controllers?

I built GamePad Link—a free companion app that turns any phone into a controller. iOS or Android. Just scan and play.

Check: https://www.crazysoft.gr/gamepad_link.php

 

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?

[–] nick_ocb@lemmy.world 1 points 2 weeks ago

Weekend projects are the best sanity check for scope creep. How many of these have you shipped vs. kept as learning exercises?

 

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?

 

Steam page is live. Now what?

I know wishlists are the lifeblood, but the 'how' feels like a black box for solo devs. Cold emails? TikTok dances? Carrier pigeon to gaming outlets?

What's actually working in 2026 for getting eyes on a family co-op game?

 

Show the Steam page NOW and build wishlists slowly over 3+ months? OR Wait and do a condensed hype window closer to launch? Solo dev here trying to figure out the best strategy. The page is ready but I'm torn between early exposure vs. the attention span of wishlists. What would you do? Any devs with experience on this?

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