Indie Dev in a small team at Mythevia on Indie Horror - Silver Valley Screams. Out Now!
Email: SamHegland(at)MytheviaEntertainment(dot)onmicrosoft(dot)com
I think part of the problem is also the rise of incremental and single gimmick games. Rather than substantial games with complex design, the market chooses for those who create tons of small games, because people are much more likely to purchase one of your 3 $5 games, than a $15 fleshed out game. Less risk in the purchase.
The horror scene, for example, is flooded with 2.5 to 5 hour experiences on steam, and even shorter on Itch. Most consist of corridor walking spook games.
It's literally the same conversations that were being had in the Greenlight days, but the AI wave is resurfacing those very same conversations.
Let's not make history repeat itself twice.
Also means its harder to get reviews, as with the amount of content, noone wants to review till they get a more comprehensive understanding. The challenge level as well puts some people off. We wanted to keep release just before halloween, and we could've started advertising earlier, but you live and you learn i guess.
It's tough trying to sell our game. At 20$ standard (15 with the current discount), a lot of people are hesistant for an indie horror at that price. With the amount of content in the game, and the average game time we see around 20+ hours for people looking to really complete the game, we have the value, but its just a big bite for most people.
@Satior420 Small scale open world survival horror. You can screw yourself over if you aren't careful, but if you master the systems, you can be downright brutal. 10+ hours of gameplay for one playthrough, with multiple endings you will often see 30+ hours. Here: https://t.co/Vswl8ZKGg2
@3rdEchoSounds Small scale open world survival horror. You can screw yourself over if you aren't careful, but if you master the systems, you can be downright brutal. 10+ hours of gameplay for one playthrough, with multiple endings you will often see 30+ hours.
Here: https://t.co/kUepIKTvuZ
Challenging open world indie survival horror with over 10+ hours of gameplay on the first playthrough, and 30+ between multiple playthroughs. The total freedom inside means you will never see everything, you will find yourself in the dark and cornered. When you learn the systems, it gets downright brutal, and the real opportunities open up.
Challenging open world indie survival horror with over 10+ hours of gameplay on the first playthrough, and 30+ between multiple playthroughs. The total freedom inside means you will never see everything, you will find yourself in the dark and cornered. When you learn the systems, it gets downright brutal.
"You know what i'd really like?"
"Tell me"
"An old school game"
"...we can do old school"
"Real old school, no handholding, no modern comforts, low poly, and real challenge."
"I'll make you a very good traditional old school game. No waypoints, no ui elements in your face, and with traditional frustration and reward."
@AKblackandred I barely consider outlast survival horror, as there aren't a lot of resources to manage. Still one of my favorite horror series' though.
It's difficult to sound human and maintain professionalism these days. You either sound like your trying to make clickbait or a bot could've done it. The only other route i can think of is to write out the history of the development process, but that's just something noone has time for.
The most frustrating thing about release is when you think you've fixed just about all the major bugs, go for launch. You watch a stream... and then the entire game breaks.
@odolcimani We understood this years ago. It was never for us anyway, as AI doesn't ever give you enough control to make the vision worth it. I'd rather have handmade jank than AI hallucinations.
@elpichonart I definitely would avoid "but actually good". Just say what your game does differently from the genre. Every game has its weaknesses and strengths.
Oh boy, sending out emails is exhausting. You just wish the game would get a lucky break and explode out of nowhere. Its even harder due to the niche, and challenge level. How does one market "You can die slowly from radiation and can screw yourself over." as a good thing?