in collecting attention

Posted by Taizen Chisou on Nov. 14, 2011, 12:22 a.m.

I'm not sure what the deal is, but I can't get anybody onto anything I make.

Like ever.

I have three ongoing projects.

One is an STG. Probably about six different people have given comment after playing the 0.5 demo, out of a recorded 60 downloads.

Another is a Metroidvania. Three comments.

Another is a turn-based JRPG. Less than twenty.

Is it because I'm lacking in graphics or something? I don't understand it.

I've seen a lot of projects garner lots of praise, even if they're functionally worse than what I put out. The commonality between all of them is that they've had a heck of a time put into the looks department.

It's really disheartening. I'd rather have negative feedback than no feedback.

There's no 'hype train' going on or 'when are you going to finish it' business anywhere I post anything I do.

A lot of the responses I've been getting have been pretty "eh, yeah, okay, whatever."

Which begs the question, "if a total of three people are interested, why go to the bloody effort to do anything at all?"

I don't know anymore.

Comments

JuurianChi 13 years, 1 month ago

I've learned to deal with this community as far as blog exposure goes.

most of my blogs never get past "that one weird thing" and the original point of the blog is lost.(or no comments at all. :P )

Take a note from Kilin.

Find ways to engage us.

Toast 13 years, 1 month ago

Quote:
I've seen a lot of projects garner lots of praise, even if they're functionally worse than what I put out.
It's called publicising.

I'm seeing more and more frequently proof that game developers just don't seem to understand how their games relate to an actual audience.

The problem with the number of comments on your game is NOT the ratio between comments and plays. 10% is decent. Look at any Youtube video's views compared to the comments.The problem is the 60 downloads.

The reason why nobody is praising your game is because nobody is playing your game.

Of course there are other reasons. You can blame it on genres or because your game isn't flashy or good-looking or a fangame. But that's stupid. We're talking about your game, and you can't change what your game is. You can only make sure your game reaches its full potential.

Do you really think posting on a couple of obscure game making communities is the way to get plays? I mean really? Is that how much effort you are willing to put into your releases? Firstly, those sites aren't even your audience anyway, they are just other game developers. They are interested in making games, not playing them. Secondly, you need to spend as much time posting and talking and publicizing your game as you spend making it. If you only post on a couple of tiny sites, your audience is only going to be three people, so why are you moaning that only three people are enjoying it? Why is this not completely obvious?

Not to blow my own trumpet or anything, but the reason S4D had slightly more interest than other competitions and collabs around here over the past few years is because I actually bothered to try and tell people about it and draw them in, persuade them, make it sound interesting. Obviously it was all down to the actual individuals making the games - they were the ones who made it successful - but many of those individuals would never have heard of it if I hadn't told them. I didn't even spend that much time telling people, to be honest, I was pretty lazy, it could have been so much better with more effort. But I did actually spend some time, as opposed to none at all. Same goes for games.

Taizen Chisou 13 years, 1 month ago

@Toast

I posted the game on a few places, actually.

Including a community almost entirely devoted to playing bullet hell games.

…I got like six replies since August…

@Juurian

I'll think of ways.

…Hey, Kilin, you want to work together on that 64d shooter?

I can… make pretty patterns?

You know about how well I sprite and compose music >_>

Oh, and videos are sans sound because my new computer doesn't support recording direct from speaker on both Cam Studio and HyperCam. :/

Rez 13 years, 1 month ago

Your game probably just needs more fat red blobs.

Taizen Chisou 13 years, 1 month ago

There's a 'red slime…' oh, it appears you found it already.

Well, don't be angry.

It's fairly treacherous to beginning players. Kind of.

Rez 13 years, 1 month ago

I wasn't talking about you, I was talking to Juurian before he deleted his comment.

Toast 13 years, 1 month ago

@Taizen But you already said that only 60 people have downloaded. I'm afraid I don't follow. If people haven't even downloaded your game, how can you complain that people don't like your game? If your game is getting a disproportionate number of downloads compared to the average in the community, that means people are judging your game on how you present yourself and the game and not bothering to download. They can't be making any judgment on the actual game, because they haven't actually played it. The problem is still publicising.

JuurianChi 13 years, 1 month ago

@Rez.

I don't even remember what I posted. :3

Rez 13 years, 1 month ago

You admit to deleting it then?

Whatever.

My best advice for you Taiz is the following:

-more screens

-more blogs

-more demos

We'll all catch on eventually. If we don't, well then we're all too busy visiting atodev.

JuurianChi 13 years, 1 month ago

(The image didn't appear for me. did you see it?)