SUPER Cute Alien - 1-4 players platformer about friendship, love and what it means to be human.
Yes, I said I was going to post about Redefining death #2, but wanted to chip in something that I consider important, and what I think it was the result of.
As lots of you know, we have our page over itch.io.. We did run a couple of giveaways before. While many were sucessful and made, for example, get followers over our Twitter I still believed we couldn't break in another sites. There's many reasons for this.
There's a talk, titled Know Your Market: Making Indie Games That Sell where the author mentions that making a good game is not enough, and cites that indie games around 15 USD are the ones that sell. So, if you wanted to do well, is not enough to make a good game, and have in mind this price tag. This is very formulaic, couldn't disagree more.
It reminds me of the Abraham Wald and the Missing Bullet Holes story. Basically, planes were shot, and they wanted to put armor on the most damaged areas of the planes that came back. Sounds absolutely logic, right? However, this Abraham dude actually realized that the planes that didn't return where those that got hit on vital parts. Actually, the logic behind this is that the ones that did return where able to sustain damage on these areas.
So, to put this idea together, the games that don't sell well at lower prices, is because they can't actually ask that much.
Games around 15 USD are actually good enough, to be sell at that price point, and because are good is because they sell.
I'm not saying our game is awesome, it is doing okay, but I deeply believe it all comes down to how good the game is and what you do must be pouring with love. Players will notice that. And it comes to them. They will talk about your game, if is good enough. Has to be good.
I mentioned the give aways and how couldn't crack at some sites. Social sites are people. So, I did some experimenting. The giveaways, while good and everybody appreciates free games, they force a competition, for 15 keys. Not everyone has time for that.
While we did discounts before, while many people does have the money, they might not have the means to actually pay. So, what could happen if the game is 100% for 72 hours, now that we really polished, now that we really put some heavy effort?
(hurry, it's free!)
Okay, this might be sweet for cynicals, like: "of course people are going to talk about it, its free." Well, this didn't happen before. Yes, it was free before and people did not talk about it, because we weren't good enough.
Raising the bar
NOW that we got some new eyes it's time for phase two.
We got confused for a while, as a kids game, that was casual. That was a year ago, mind you. Over the past months we did everything we could to get away from that, because might look casual, but is not. There are serious topics on the story. And again, that needed changes, because you can't speak about death with a silly kids font. So, that's what's coming next!
This whole post isn't technical, while related to our game, might be even off topic, but since this is a dev log, I wanted to record my point of view of this whole game makin' thing. I'm a human, I am connected. I must be, you must be. I need players as much as they need games and couldn't be happier to finally see the ball rollin'
I'll probably gonna be posting here less, since we are going to be super focused on the story content. I'll finish this topic with some sketches of our amazing artist!
Put some love, do it with passion, follow your bliss. Players will notice. The rest will come along. Cheers!
Oh well, 41.2k views and I couldn't be more guilty because I didn't update this dev log enough. We've been incredibly busy but I come with great news!
There's a lots of things going on, so I'm gonna start from what I can remember.
It was amazing for a lots of reasons. Met amazing people, made friends and, well, it's heart warming really, since it's been a lot of of hours, lots of nights, lots of effort. With the prize, it comes a hefty paycheck that will let us do the game we want, exactly as we please.
We also, as part of the contest, got invited at EVA2018, an argentinian expo for video games!
It was amazing. A surreal experience! I personally tried to think of any outcomes, when it comes to gameplay design, but there were some unexpected moments that were a surprise for everyone. We recieved tons of feedback, people asking to fix a thing or two and people asking for new features.
And amazing to see HaxeFlixel's performance. Game didn't crash once and performed incredibly well, knowing that there were around 250 people who played the game, on friday and saturday, aprox 6, 7 hours non-stop each day.
There were some merchandise as well:
And we did some tournaments :)
And again, it was incredible! There people in line, waiting to play. Those who came friday, returned again on saturday with their friends. People of all ages played our game, that was amazing to see. They did laugh a lot :D
What I also noticed is how everyone quickly understood the controls and the game itself. And its a relief, since make the game easy to pick but hard to master was a priority. Super glad to see that worked out well!
These tournaments will be uploaded soon.
As far as the game goes, we added some features, fixed stuff, even more polishing and new content. Here's a new world, for example, coupled with some new heads:
And I guess that's it for now! Next step is planning stuff, what to do with the prize money, because that means new custom content.
Pre-production phase of a rocking story... here we go!