Regarding Lunacy Star, which has failed utterly to catch on with the members of that forum, despite two demos and repeated bumpage
Quote:
"July 28th.Four months.Four months and not a word.I'm afraid I don't understand why the forum has been entirely silent about this.I can assure that it's had quite the effort put into it.*sighSo much for this!*flips a table*I'm going to half-ass… no, quarter-ass a 3D online zombie shooter RPG and watch it get dozens of replies, now. And when I point to my works of considerably higher quality, you people will still ignore them.Peace!"
Most of the feedback ever given at the GMC isn't helpful anyway.
And 64digits is outraged that GMC & YYG hate it :)
If you're not making games for yourself, beware the consequences. Imagine the frustration you'll feel when dozens of people comment on how generic your zombie game is. Just continue making games you like.
Rez gets it. Also
Ahaha. Thanks, Rez.
@Stevenup I could always do without failure :I@Mega This is always true. :P@Kilin ….I can try.So I looked up your GMC post.
1. Describe the game in the title better. "Bullet hell" is probably a keyword, I'm guessing. And "STG" isn't as well known as an abbreviation as "shmup". If your game really has been around for so long and you only have 300 views, that should tell you something fairly obvious.2. Remove all your instances of whining about nobody playing it, particularly the one in the description. That doesn't help anything and will make people think your game isn't worth playing.3. Update your first post like the guy in the topic says, the game link, screenshots, etc.4. Put a screenshot on the actual page. Yes, people are actually so lazy they won't bother clicking a link. Images and in general visual information is very good for persuading people to try something. For an example, see every advertising campaign ever.5. Make a real description, lose the cynicism. If you don't sound enthusiastic, you're not going to do much enthusing.6. Don't call it a "trial", call it something else, there is nothing appealing about that word. Why call it a negative something when you can call it a positive something.7. Your username is kind of dumb, consider getting a new one.8. Judging from your low post count, consider getting involved in the community, perhaps even taking part in the help forums or something.9. Put a banner in your signature, so that when you do post, people will see your game. Again, visual information is key.10. Delete all your bumps, if you can. In future, get other people to comment for you if you need to bump. Put all significant information in the first post, don't have this sort of chronological trickle of updates throughout the topic.11. Consider capturing a YT video of your game, or taking advantage of some other gimmick to make your game seem popular/professional.Do all that and get back to us.If it'll help.
1. Sure.2. lol but four months (see point ten)3. Okay.4. Uh-huh.5. It was a concise description of how the game works :VI'll try something like "Something has appeared in the deep of the uncharted space… [rest of story]" :P6. A…. "demo?" A…. "beta?"7. It was made when I was 11 :D8. I did. The bulk of those posts were in the last year. Preceding that my post count was eleven or so.I fix people's problems there, mostly. Sometimes.9. I can do that.10. I'll just reboot the thread.I'll be back after all this is done.Also consider the fact that the gmc is shit. Most of my games get ignored even with flashy screenshots there.
GMC sucks.
Besides, half of the stuff that gets popular there ends up being worthless anyhow.@Rez
That may be a possibility.@Taizen 7 and 9 are pretty integral to the success of 8, really. Your name needs to be memorable, like a band name. Notch is a good example. And you will get more immediate results if your game is in your sig.