Just a fun experiment. Graveyard Keeper 2 is fully done in 3D but rendered with a fixed angle orthographic camera.
This what happens if we put a camera behind the player. Looks like a 3D game. But obviously with lots of glitches (as side/back faces are not texturized).
The purity of the pixel grid is a tool, just like a strictly limited palette. You can spend your whole life using only that one tool and criticizing everyone who doesn’t, or you can explore different tools and push the art form forward.
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@Mystikart_ I'd also recommend running a significant discount (up to 50%) for a couple of days in the coming days to encourage people to buy. The effect will wear off quickly, and it's critical for you to convert as much of it into purchases as possible now
@BeanJuiceStudio@Mystikart_ As I said, this post going viral might bring in a couple hundred sales. But even current numbers way below my expectations
Your mindset is gambling: “I’ll bet all I have left, because that’s the only way to win back what I already lost to the casino” without knowing game rules
@Mystikart_ That’s not what I said. 2800 - guaranteed to fail. 100k - most likely you earn some money after all. Maybe not even in a year, but still. But it’s always about chances and some luck. We start with 250k and recoup on steam after MONTHS.
@framekunst@Mystikart_ The problem is the available response options. On places like Reddit, the replies are basically either “you’re doing great” or silence.
If “game sucks” were also an acceptable option, the ratio between “this sucks” and “great job” reveals a huge amount of useful information
@BeanJuiceStudio@Mystikart_ A perfect example of toxic oversupport which kills thousands. cheering devs on even when they’re clearly heading for fail
I’m not saying give up. I’m saying allocate your resources wisely and be honest about failure. Failure is normal. What matters is knowing how to get back up
@BeanJuiceStudio@Mystikart_ Your take is a vanishingly rare survivor-bias examples. Screenshot - years long timeline for viral game where the dev posted several shorts A DAY until one hit. Totally irrelevant here. This is just prolonging the dev’s agony instead of focusing on what might actually work
@BeanJuiceStudio@Mystikart_ A proper damage control strategy would be to significantly lower the price and implement a smart and aggressive sales strategy. This will definitely pay off. It might even bring in some money. But it's NOT marketing
@BeanJuiceStudio@Mystikart_ Being more specific - what kind of marketing are you offering? This post will bring in a dozen sales. If it goes REALLY viral - a couple hundred. What else they can do? Make more posts like this? Buying ads won't pay off, as the wishlists are already showing. What else?
@BeanJuiceStudio@Mystikart_ The game has already failed. In game development, there is no such thing as marketing after a failed release. You're suggesting to invest even more time in a dead product instead of learning from mistakes and moving on. https://t.co/68lGMnDJoL
@Mystikart_@BeanJuiceStudio The worst advice evar. Marketing is impossible if it's already failed. The only way to move forward is to immediately abandon this project and start a new one with the existing experience. Smaller, more focused, cheaper. And test it on people as early and often as possible
@Mystikart_ I hate the modern, overly supportive game development community with all my heart.
It's better to hear "your game is crap" a couple of years before release than after. And those who aren't ready for that kind of feedback should choose another profession
@Mystikart_ We need to normalize the ability to tell developers, "2800 wishlists? The game is guaranteed to flop"
Unfortunately, the current market is "100,000 wishlists? Well, MAYBE you'll make a little money in six months of sales. If you made it solo"