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Author Topic: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020  (Read 12684 times)

Offline Matty

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #225 on: November 04, 2020, 08:29:30 »
@Derron.  You said earlier you believed my sales qty would be in your child's counting range.

Well.  You were right.

I have not even come close to earning the minimum to be paid at the end of the month.

I've had more reviews by Steam Curators than actual sales.

In fact launch day saw a whopping total of 4 sales.

I'm okay with it though.  It could be worse.

From Matt.
I eat cheese in the trees when its eight degrees

Offline iWasAdam

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #226 on: November 04, 2020, 10:53:34 »
What were the reviews like?

Offline Derron

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #227 on: November 04, 2020, 11:50:20 »
OK ... to think positive: after a launch you can always have sales "from then on" (there is no monthly fee to keep the entry active ... not for now :D).

So maybe create better games the next time ... which sell better but also "advertise" indirectly what other products you offer. Nonetheless here I have to state this: once your games look better, play better, sound better ... and are well "received" by the users, you might want to get rid of your "beginner games" as they taint your show reel.

We all know how fast you can create "complete" games ...  use your efficiency ... but trust others (here: us) when we say something needs to be changed. Limit "gameplay variance" so you have something which you can "matty complete" in time - in so few time that you can improve and improve and improve ("polish") it for the rest of the time (75% of total project time - in your case). Keep it a bit more small and less "ambitious", learn your new language toy, improve skills ... and again: try to use your drawing skills for something else than the "final assets" (or learn how to do concept art, fine drawing, ... and _really_ improve your asset creation skills by some steps). There is a reason that many "simple" games are not using too much assets (costly, time consuming, ...).


Nonetheless: good luck with the sales - maybe do a "free for a month" thing somewhen if you want to see more downloads.


And as Adam wrote: what did the reviews write/say?


bye
Ron

Offline Matty

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #228 on: November 04, 2020, 15:52:24 »
Thanks.  Good points.

At Adam and Derron re the reviews:

5 Highly Positive (recommended) 2 negative (not recommended)

The 2 negative suggest it's a good idea but lacks in some key areas (ui mainly)

The 5 highly positive suggest various things they like (runs on low spec device, creativity possible, entertaining generally, retro)

And as said, that's more reviews than sales.....haha.
I eat cheese in the trees when its eight degrees

 

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