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catpower1980: So, I've been rethinking about this hatch code thing (damn, I've been traumatized ^o^)...

*** SPOILERS ***

To avoid that people get the right sequence to quickly, the code should be inverted like first button up and the last three down (most of the people will begin by pushing left buttons down).

To avoid people getting stuck if they found the code without reading the note, simply delete the variable containing the "hatch code note : true/false" so that leaves two possibilities for the player instead of forcing him to find the note first (it's not like the key of the chapel where it makes logical sense to find the key to open the door)

To add a third option: I remember when I was searching for clues that I went to the second hatch to see that if although the hatch was locked because of rust, it could have been a possibility that the code was already entered. You just need to move the buttons of this hatch in the unity scene and voilà, it gives a third option, more freedom to the player and meaning to this second hatch ;)

**** END OF SPOILERS *****

____________________________________________________________________________________________

BTW, with Steam new system, you should make a list of curators to where you would send a copy review of your game.
To pinpoin them, type some titles of artsy and short indie games and take note of the curators who put them on their list so you send them a copy afterwards and if they have a youtube channel that a plus.

Also, protect yourself against scammers who will ask you for keys:
http://www.gamasutra.com/blogs/BrianRowe/20141007/227232/Scammers_and_Thieves__Devs_and_YouTubers_Fight_Back.php
Yeah, there actually isn't any check for whether you've gotten the clue or not. The hatch should open if you've put in the right code, regardless of whether you've found the clue.

And I'm pretty certain it works, since I went into the tunnels without reading the clue many different times while testing...
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catpower1980: About steam integration, it will maybe make you cringe but from a business point of view it's more in the interest of the developer to patch the game and add steam cards (the achievments and saves are unuseful for this game) later, a month or so after the initial release and the launch peak sales because with the patch the game can get a second-time exposure on the front page in the "recently patched" section.

There is already a mac version on IGS and the linux is easily doable because Unity Free exports to this OS, it just needs some playtesting some under linux-powered pc (I only have a netbook under linux so that's not enough to test the game)
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MetalPlateMage: Yep, it sounds silly but the #1 thing to attract steam users to the cheaper games is to add trading cards - they benefit everyone (though you'll have to implement assets for the cards, emoticons, and backgrounds). Since the game is only about an hour long, don't have more than 5-6 max (user can collect half - rounded up - off the bat, which is 3 cards at ~20 min each).

Congrats by the way!
Yup, absolutely going to add them. As I understand it, the dev gets a small cut whenever a card is sold, as well, so hopefully this will mean a little extra $$$
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ET3D: And hey, you're on the biggest digital game distribution service and you'll make at least, probably, like a hundred bucks. Maybe even a thousand. Treat yourself to something. :)
Well, I think that treat will be finally being able to pay off last year's heating bill... :)

Although if I have extra money, I might FINALLY be able to purchase Unity Pro, and get my hands on all the juicy graphical effects therein. God rays... yum...

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jefequeso:
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Strijkbout: Congratulations, I must admit that the game looks interesting.

I woundn't worry too much about bad reviews, in the worst case TB or Jimquisition make a scathing video but in the end that might even increase sales because people want to see what it was all about. =D
Yeah, when it comes to people like TB, I think even negative publicity is good publicity. I highly HIGHLY doubt I could ever convince him to do a video, though. Really not his sort of game.

It would be kind of hilarious, though, since The Moon Sliver represents just about everything he hates. Very limited graphical options, it's a "walking simulator..."
Post edited October 19, 2014 by jefequeso
**** LET'S CHOOSE A TRAILER FOR THE MOON SLIVER ****

While I'm doing a few things at once, I just noticed jefequeso YT channel and naturally there was the "official" trailer with 5.000+ views but there is also another trailer with only 500+ views which IMHO is much better at showing the mood of the game and converting potential steam viewers into sales.

Official Trailer
http://youtu.be/DMjG3sJnXfU
My opinion : too much text on-screen in general which the viewer doesn't have time to read, feels like you just rush aimlessly through the game, at 0'45'' the wall of text is a big no-no.

"Atmospheric" Trailer
http://youtu.be/58_qZu7YRB8
My opinion : the 4/3 aspect ratio could leave some doubts in the potential buyer's mind (this remark is also for the other trailer and the screenshots) but this video is much better because it fits more the pace of the game, it shows the weather/night changes and leaves some mystery to lure the buyer in. It would please more the arty crowd (which would be your core target) than the other video I think.

Other opinions welcome, let's help jefequeso at marketing his game :)

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About Steam achievements: they would be useless but if your customers really want them... Achievements for unlocking the chapel hatch, recharging the battery of the lamp, getting to the end, reading all the notes. And yeah, it's anti-immersive :(

About steam cards : use the screenshots of your greenlight page, they're a good basis.
About achievements

they expect achievements in newer games these days since they are the norm on the console aka your game will not be allowed a console release if it does not support trophies/achievements . So people have started to expect them on steam as well.

Heck gog is adding achievements as a feature on its galaxy.
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catpower1980: **** LET'S CHOOSE A TRAILER FOR THE MOON SLIVER ****

While I'm doing a few things at once, I just noticed jefequeso YT channel and naturally there was the "official" trailer with 5.000+ views but there is also another trailer with only 500+ views which IMHO is much better at showing the mood of the game and converting potential steam viewers into sales.

Official Trailer
http://youtu.be/DMjG3sJnXfU
My opinion : too much text on-screen in general which the viewer doesn't have time to read, feels like you just rush aimlessly through the game, at 0'45'' the wall of text is a big no-no.

"Atmospheric" Trailer
http://youtu.be/58_qZu7YRB8
My opinion : the 4/3 aspect ratio could leave some doubts in the potential buyer's mind (this remark is also for the other trailer and the screenshots) but this video is much better because it fits more the pace of the game, it shows the weather/night changes and leaves some mystery to lure the buyer in. It would please more the arty crowd (which would be your core target) than the other video I think.

Other opinions welcome, let's help jefequeso at marketing his game :)

_____________________________________________________________________________

About Steam achievements: they would be useless but if your customers really want them... Achievements for unlocking the chapel hatch, recharging the battery of the lamp, getting to the end, reading all the notes. And yeah, it's anti-immersive :(

About steam cards : use the screenshots of your greenlight page, they're a good basis.
Huh. I actually thought that the Atmospheric Trailer was kind of awful, which is why I made the other one! But I'd like to hear more opinions on this. I obviously want to use the one that presents the game in the best light.
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jefequeso: Huh. I actually thought that the Atmospheric Trailer was kind of awful, which is why I made the other one! But I'd like to hear more opinions on this. I obviously want to use the one that presents the game in the best light.
Yep, that's why I'm also curious about other opinions ;) They should specify if they played the game or not (in the latter case, which one would liklely made them buy the game). Trailers on steam are ÜBER important as a first impresion when people get on your game page so you want to maximize your chances. I can do a giveaway (still got a lot of keys) in a separate thread to lure voters in if we don't have too much feedback ;)
I don't know the game, but congrats to you! ^_^
First, congrats.
If you got Greenlit, it means that people find your game interesting :)
The only advice I can give you, is price your game considering is lenght, also specify what "genre" is in the store page, to avoid misleading description.
And no matter what you will do, negative reviews will ALWAYS exist.
They exist for Metal Gear, Thief, half-Life...just tell me one game without negativr reviews!
People can be pretty harsh against devs/newbs on Greenlight.
More so if you have not laid any effort in your game or the game is not orginal enough.
But i dont think you will get consistent flaming or bad comments if you have laid down some work.

Though, there will always be some that will say bad stuff no matter what you do.
There are trolls, and there are people with particcular tastes and then there are whiners that want a game built after just their standards.
You cant please all, but if you make your best effort or be a little orginal and creative most people will give you generally good impression and/or suggest improvements.
Post edited October 20, 2014 by Lodium
About the trailer: I'm going to work with my brother (who dos a lot with film) to cut another more professional trailer for the Steam page.

Thanks to everyone for their help and support. Awhile ago, I became disillusioned with GOG and the forum community, but the last month has reminded me why I ended up here in the first place.
Congrats on being Greenlit. May i ask how did you promote your game on Greenlight? And how many votes you had when it was greenlit?
Wow! Congrats! Looks like a great game--very atmospheric music too. I personally like a resolution to the games I play, and with an ending usually commensurate with the amount of gameplay invested.

If there is negative feedback, try to ignore the flame, but do try to get to the bottom of what the complaint's valid point/s is/are. That will help you in future projects. I don't know what your price will be, but you may want to consider adjusting appropriately so as to give the player a proper value for the amount of gameplay and entertainment. Perceived value goes a long way with consumer opinions as well as making sure the game works (bugs squashed).

Another option would be to release a small demo to give players a chance to get an idea of what they can expect from the full game.

Hope this helps.
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Redfern: Well, first you need to do is pull it of Desura, IndieGameStand and all other pesky DRM-free stores. Like game TRI (for example).
[...]
hu? what????

you do realise that Tri is sold DRM free in at least 3 other places.... they never had any problems with DRM free, they only had a problem with Desura... It is even sold here on gOg... (http://www.gog.com/game/tri)


(and it is a very, very good game)
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jefequeso: Yeah, I'm not going to be pricing it anywhere above $5, if I can help it. I think $2.99 is already pretty much the maximum fair price. I'd prefer $1.99, but as I said, it wasn't possible on Desura.
I'd suggest $4.99, just because of sales. People are more likely to buy a $4.99 game discounted to $2.99 than buy a $2.99 game. At 50% off it will be $2.49. At 80% off it will be $0.99, and that would be more attractive than 67% off at $0.99 (if it was $2.99 originally). I also think that $4.99 is something that people would consider reasonable as a base price. Dear Esther and To The Moon for example are $9.99.
It's been more than 48 hours, and my tax information is still not verified, so I can't really proceed with anything...

I hope this is not indicative of things to come :P

Also, apparently it's a bad idea to threaten to kill Gade Newell.... now THERE'S something they don't cover in the Steamworks FAQ!
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jefequeso: Also, apparently it's a bad idea to threaten to kill Gade Newell.... now THERE'S something they don't cover in the Steamworks FAQ!
One would assume that was obvious...