SyntaxBomb - Indie Coders

Languages & Coding => AGK => Topic started by: Pfaber11 on September 06, 2019, 11:45:29 AM

Title: itch.io traffic
Post by: Pfaber11 on September 06, 2019, 11:45:29 AM
Hi just decided to have a 100% off sale on itch.io . Got 565 views yesterday and 20 downloads . That's 400 more views than I got in the previous 12 months and half the downloads I got in that time . Tried a 90% off sale where you could buy them for 14cents to 24 cents and it dried up immediately . Back to 100% off now and so far 56 views today since I last checked . Seems my stuff is only good to give away. Never mind my next project with AGK2 is going to be an epic bigger faster more levels etc.
Thinking of offering my services as an app game builder on my site could offer some very reasonable rates . Can't hurt to put it out there. My site is searchable on google bing and yahoo now . Don't seem to of got much traffic though.
Title: Re: itch.io traffic
Post by: iWasAdam on September 06, 2019, 12:44:48 PM
What’s the link?
Title: Re: itch.io traffic
Post by: Pfaber11 on September 06, 2019, 03:42:23 PM
https://pfaber1.wixsite.com/myfreepcgames (https://pfaber1.wixsite.com/myfreepcgames)
This will get you to my site . Sorry took so long to reply had to go out . Not sure how to do a link to the sale .Seems to of slowed down today only got about 85 views so far today and no downloads yet . If you go to itch.io and click on  sale my stuffs in there somewhere.
 Upgraded my site today to say if you need an Android or  PC app building to email me . It'll probably never get a bite but you never know . From small acorns and all that.
Title: Re: itch.io traffic
Post by: Derron on September 06, 2019, 05:40:45 PM
Think the "putting on sale" is what brings in new visitors (it is listed in the "sales" extra page then). Have mine for free since begin - and the browsergame (Ape's Banana Conquest) got a whopping 26 views in 4+ months. Genus Prime (winner of last syntax bomb competition) has 157 views and 26 downloads.

So feel lucky to have gained at least a bit of awareness.


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 06, 2019, 05:52:20 PM
It certainly isn't easy to get stuff out there I think the thing to do is give a game a value like a couple of quid then offer it for sale at 100% off . That's what did it . People think they are getting something worth a fiver or whatever for free whereas if it's free in the first place they think it's worth nothing.
Title: Re: itch.io traffic
Post by: Pakz on September 06, 2019, 10:28:12 PM
I have got a couple of games in development phase on gamejolt. The traffic is not high there for me there either. The most views I have on one is around 40 with 5 downloads. This in a year or more.

I know that when you spend a good time polishing there is a positive effect in views and likes. When starting out early in a project nothing happens, but when you keep adding more and more into a project people seem to slowly get interested. Also things like creating a following by frequently creating quality content is something I am working(learning) towards(although slowly as I am not that in a hurry :D )
Title: Re: itch.io traffic
Post by: STEVIE G on September 07, 2019, 12:10:03 AM
As soon as you put a price on your work everything dries up.  Itch.io is primarily visited by folk that want stuff for free.  Only my experience  ;D
Title: Re: itch.io traffic
Post by: Steve Elliott on September 07, 2019, 12:14:26 AM
The problem is people started giving their software away for free, completely devaluing the software industry.
Title: Re: itch.io traffic
Post by: Qube on September 07, 2019, 06:23:46 AM
The problem is people started giving their software away for free, completely devaluing the software industry.
This is very true. While there are some great freeware out there, which is good. There is also a generation of people who expect everything for free but anything they do they want paid for. There is a big difference between freeware as a labour of love and users who expect others to work their arse off for them for free.
Title: Re: itch.io traffic
Post by: iWasAdam on September 07, 2019, 07:51:34 AM
Agreed.

Regardless of involved cost, you have to ask yourself "how does my 'stuff' compare with others?"

Treat it as a learning process. E.G
- Could I improve the way my stuff looks like (presentation)
- Could the game play or graphics be more inviting
- Could I learn from how others have done things - to improve my own
- Is there something that marketing (how you reach people), could improve

:)
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 09:02:15 AM
Might have to try to put mine on "sale" too ... just to check what it changes. So I now ask for 2,95 ... where to put it "on sale" (0,00 - so free as it was before)? Edit: found it via google search: https://itch.io/dashboard/sales
Put it up on sale now ... let's check what happens (if it has an impact on a 4 months old entry or not).



bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 09:31:08 AM
Yes and I put mine on 100% 0ff.  It starts to get busy about 3 o'clock onwards .Good luck
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 10:11:56 AM
You know derron by some thing of fate your game is right next to one of mine just looked at the trailer and my son took an interest and said dad you should make games like that it's way better than your maze game.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 10:19:06 AM
Something else to consider is some days will be busier than others also I've released 7 products . On the Thursday I averaged about 80 views per product . Fridays don't seem to be up to much . My aim is to get 2500 views in 30 days . I'm hoping that people who have viewed once may come back and view a second time and download on another day.
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 10:50:44 AM
I also thought of all these "deal sites" which try to find stuff worth to to mention in their "apps for free today"-posts/deals.

What I wonder is: I clicked to create the sale, clicked then on the sales page and ordered by "most recent" - did not find my game. Had to scroll down a lot to find it - and yours is next to it. Wonder which criteria they use for sorting.

PS: Say thanks to your son (for the indirect compliment). Maybe he give's it a try (it's free ;-)).


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 11:08:59 AM
Derron you game is also in on sale  popular as well as recent .
Title: Re: itch.io traffic
Post by: iWasAdam on September 07, 2019, 11:30:59 AM
Quote
My aim is to get 2500 views in 30 days
Currently you aren't going to get even a 10th of the way unless you listen to your son:
Quote
you should make games like that it's way better than your maze game

view's and downloads mean nothing - unless you demand to be noticed at any cost.

My only suggestion to you is to improve the quality of your games and your presentation.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 12:22:50 PM
Well I was Adam the last three days have gone like this 565 views 195 views and 51 views so far today what's that just over 800 views in 3 days . I would say I'm right on track to getting 2500 in thirty days . 1700  to go . And yes most of my games aren't that good but I think the maze game is pretty good and skillful and I myself like playing it from time to time . Yes of coarse I would like to sell my games but part of the fun is just getting them out there . Isn't it great when you finish your game and get it uploaded onto the internet . Two of my games from last year are in the sale and I made them when I first started using AGK2 so I guess don't expect too much. I am exploring other avenues to sell my stuff but need to get a couple more games under my belt and this might not happen for another six months . We'll see . I need to average 85 views a day and I think I can accomplish that. Looking at my first and last games I think my programming has come on leaps and bounds.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 12:44:48 PM
Unfortunately I spent a couple of months learning python 3 and could of used that time to write another game. You know I have spoken to people who have spent over a year working on a project and get little to no views and downloads. I'm inbetween projects at the moment but have used my time on my website and improving and updating my games. Anyway I don't think python was a mistake as the grass is always greener. I really think AGK tier one is better for me . I know quite a bit of python now and enough to know if you want to write games in it then Panda 3D is the way forward and I just didn't get on with it. Not very user friendly for me anyhow. So that was that back to AGK2 which I know and love.
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 01:25:11 PM
Knowing Python is always good - it is one of the most "anticipated" languages these years.


BTW - analytics of your game on itch.io say what I thought: the "deal hunters":
(https://i.imgur.com/QQZMUrb.png)


bye
Ron
Title: Re: itch.io traffic
Post by: iWasAdam on September 07, 2019, 02:05:19 PM
NP :)
You're definitely on the right track. Use the stats to tell you which are being looked at and downloaded - this will tell you what people like and you can start to focus in that direction - don't be upset if the direction is not the one you would prefer. Just use it as a guide.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 02:15:08 PM
Yes I think I could slip into python mode again quite easily and it may come in handy sometime . It's the sort of language where you could be learning for ever though because of all the modules which there are many . I did quite get on with it in the end but I just didn't want to learn Panda 3D . Apparently using Panda 3d in python is supposed to be as fast as C++ . I think though for the time being to carry on with AGK2 tier one .
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 02:49:34 PM
This is what I've done so far and most of it has been done in the last 3 days.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 06:39:37 PM
Well guys this is of a few moments ago . Hey Derron I hope you are doing ok so far it'll drop off to a trickle later . This is my best day as far as views are concerned but only 8 downloads which is a bit disappointing although that could change.
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 06:44:34 PM
Do not forget that you sum up your whole games views...and maybe people (or search engines) are all visiting all the entries. Means maybe only 150 different users/machines visit your games (they check them all).



What also benefits from this sale might be the google ranking as more pages link to your game pages.

bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 06:52:56 PM
Yes I see what you're saying Ron . If I only had the one game it would be much less . But this aspires me to create more and hopefully better games in the future . In the last 12 months prior to doing this I got 175 views in all that time . Today I'm looking at it must be a thousand by now and there's a few hours to go .
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 07:09:43 PM
Follow the "referers" (analytics of your games):
https://www.reddit.com/r/FreeGameFindings/comments/d0xypw/itchio_game_current_100_sales/?utm_source=ifttt

And others.


PS: +230 views and +2 downloads till now. I even got a new "starred" for the GenusPrime github repo ... so if at least one of the downloaders enjoyed my game then this is already a little win.



bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 07:54:06 PM
That's really cool Ron . Still an hour or two to go . Looked at all the referrers very interesting . Tonight I got more views than I got in a year in one hour . Some people say views and downloads don't matter but I beg to differ. 
  I've just noticed that I just became a senior member on syntax bomb . This also pleases me . Just wish I had worked harder and got more games under my belt . The more the merrier I think. I recently pulled all my stuff from Game Jolt as the figures on there were very depressing . I kept up itch.io because they were better . not exciting but better . The last few days have been awesome though. When the sale is over I'll put all my prices back up until I feel the need for some more excitement .
   
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 08:21:21 PM
Instead of creating masses of games without improving your skills (except managing your code and to create gameplay) I would suggest to improve on asset skills, game convenience (guide the player, welcome them to your game ...).

If you want to keep games "easy" then do some arcade or logic games - they do not need as much polishing as casual games (housewifes are demanding!) or eg. shooter games (too much competition).


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 09:29:45 PM
Yes I will indeed . The only two games I really find fun to play are my maze game and attack by air 2 the rest are ok but could of been better . I might make a new maze game yet but we'll see as I think that is the best one I've produced . I play it quite often and it is a challenge even for me to complete it . Pretty good game . But yes presentation like title screens I just use a pic of the gameplay rather than some nice art work. I do see this but I am doing ok so far . I do think it's time to raise the bar though and introduce an element of quality. I really do like my maze game though and attack by air two the Android edition.
But there we go one mans poison and all that. I did get some more downloads tonight but not as many as I'd of liked but still pleased to be honest.
  One thing about my presentation though Ron and that's you see what you get .
Title: Re: itch.io traffic
Post by: Derron on September 07, 2019, 09:45:37 PM
If all presentations were honest I think almost all packaged products would stay in the supermarkets :)


@ the games you like
Think of what you like in there ... and try to imagine what others might like even more. So what to improve, what to "easen" what to "harden" etc.
Would people like a maze generator? A multiplayer challenge? Collectibles? Powerups? ...
There is a lot you could do in a "part 2" sequel to your game.

Next to presentation you should always try to improve your "coding life". So improve your workflows etc.
And most important: have fun - do it mostly for you or people you like (eg. your son) as these persons are the only one who most likely play it. No guarantee for others in the world.


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 07, 2019, 11:26:37 PM
Yes I think I'm going to make a start on the awesome maze game 2 in the next few days . I hate starting new projects but as soon as I do I can't stop . I'll work from when I get up until four in the morning sometimes . I really wish I could earn a living out of what I do but that alludes me for the time being . Got some good ideas for the maze 2 . One thing though if they go into my media files they in effect have a map of them all but I've played it while looking at them and I didn't manage to complete it . They don't show where the orbs are though. For me writing computer games is a hobby but to make a bit of money out of it would be nice even if it was just to cover costs like computers and software although most of the stuff I use is available for free. I mean AGK studio is 78 quid  . I know it's not that much but it would be nice to cover such costs . I'm not bothering with it until it's got vulkan working on Android as well as pc and all the bugs are ironed out . Would really like to give Google play store a go in the not so distant future too. They gotta sort out the Android 64 bit problem  first . They said it would be sorted in the next week but we'll see. I think I've done ok so far been at this since January 2018 and am starting to feel like I'm getting somewhere . My programming experience prior to this was one small simple game on the BBC model B computer and I wrote another one in 1992 on the Atari ste using STOS but came to the conclusion it wasn't fast enough to make anything of any commercial use . So I haven't had a great deal of experience but did have enough to know what I was getting into . These days it doesn't matter too much what you program in it's all pretty fast . Even good old AGK2 . In fact I would say for writing games maybe not with panda 3d but with pygame doing 2d stuff AGK2 has the edge . Anyway I'm off you all have an excellent evening .
Title: Re: itch.io traffic
Post by: Derron on September 08, 2019, 07:24:42 AM
(https://i.imgur.com/2xzJdhU.png)

In the url on top I am giving replies too - maybe this keeps the thread there "more interesting" or so.


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 08:58:44 AM
Well it looks as if today is going to be another awesome day. yesterday went better than I could of ever expected. Gonna make a start on my new game today. start the wheels rolling . Gonna make this one with twelve mazes and food to collect that will earn points and increase time left . Yes I see you have been messaging them Ron . It will be interesting to see how long the feeding frenzy goes on for looks like Saturdays are really good Sunday is off to a really great start too. At the end of this sale I'll be putting all my prices up and leaving them that way for a couple of weeks . Hoping this may create some interest in my work . Maybe  not but what have I got to lose .
Title: Re: itch.io traffic
Post by: Derron on September 08, 2019, 09:24:24 AM
You could loose something: as income of your games might be classified as commercial ... so depending on the country of where you live you might be required to pay taxes for it - or at least request to be under a certain limit and therefor are not required to pay taxes (which itch.io then wants to know during payout).
For games commercial behaviour is of interest too: as then competitors can more easily sue so: so avoid any copyright infringement (title trademarks, assets). Do not want to put you off there, so excuse that little excourse.


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 10:25:39 AM
Yes you are right Derron I have looked into this and this is of a concern although I would have to sell quite a few to start paying tax as I'm on a low income . I would declare it anyway to stay within the law . Since I started I've had one sale and that was by someone on SyntaxBomb . I got $1 for wingfighters  . He said if I set it all up and did a trailer he would buy a copy and he did.
The $1 is still in my itch.io account and I thought I would leave it there like some sort of trophy.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 10:54:34 AM
You Know the reason I haven't done any title screens is my art is really poor . If I could spend a week on a really awesome title screen I would but I am really lacking in that department . I like the way of doing it with screen shots anyway and there's not many doing it this way so is more exclusive . I've just checked and I've had more downloads today than I had yesterday and it's still very early . Updated my website a bit and tidied up a few bits . The way I see it is my website is my business card for potential customers and I think I've made a good job of it . Takes ages to get on google and bing but got there in the end . I initially had 3 web sites but have whittled them down to one . The other ones just wouldn't show up in search engines although they were verified and site maps submitted . The one I was left with is searchable on all the search engines although it did take about 5 months to accomplish this. worth it in the end and my patience paid off .
 I just put my avatar up it's the first model I made with a texture . Kind of symbolic and  totally original.
Title: Re: itch.io traffic
Post by: Xerra on September 08, 2019, 08:49:13 PM
Itch.io isn't great for just throwing stuff on and leaving it to fend for itself. I've had a page there which has all four of my released games in the last 18 months. Here's the traffic I've had from not pushing anything beyond the first week after a release due to them all being games from Syntax bomb competitions.

The oldest game has the most traffic of all of them by quite a margin and I suspect it's because it's a remake of an old game and I spent a bit of time making comments on you tube video's of the original game being played. I didn't do this for Rockman or Damnation Alley - which are also remakes. Bah, Humbug! was a completely new game so I had nothing to compare it with to try that kind of trick.

Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 09:04:06 PM
You know from what I've experienced myself this is not that bad . It is hard to get views and downloads on itch.io . If you don't want to charge for them I suggest you give them a value say $4 each and then put them in a sale with 100% off . You will probably get more traffic in a week than you have in the past 18 months . I'll show you what I've accomplished in the last 4 days and you can judge for yourself. Just give me 5 minutes to do a screen shot .
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 09:10:42 PM
These are my figures for the last 4 days after having a 100% off sale on itch.io
Title: Re: itch.io traffic
Post by: Steve Elliott on September 08, 2019, 09:14:51 PM
I always associate Steam with people wanting to sell their games, and itch as a place for people without webspace to post their software on a free server...But maybe that's me being cynical.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 09:15:33 PM
xerra I would really suggest you try this if you were not charging for your games anyway you have nothing to lose . I found that raising the price to a 90 % off sale killed the frenzy stone dead . If you want people to play your games this will work.
yes steve I think you're right the only person gaining in the site owner but I can't see how there making either . Do you see what I put up 2500 views yesterday and 2000 so far today. only 21 downloads though but compared to what I was getting it's awesome.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 09:24:28 PM
And your apps and games are probably better than mine so you might do better than me . where do you publish steve?
Is it any better on google play I've had Android for it must be 8 years or so and I've only spent about 2 quid on there as most of the stuff is free . If you want an graphic equalizer you have a choice of about a hundred and you are bound to get a perfectly good one for free. Programmers are getting skanked by the system . We are having trouble giving our work away these days.
I use libra office just as good as ms office and it's compatible and free. where's it gonna end. I did see someone on youtube though saying that there's never been a better time to start producing games .
Title: Re: itch.io traffic
Post by: Derron on September 08, 2019, 09:39:22 PM
I also got 7 new "followers" - so maybe they get informed when I upload something new? So building up a "base" there might have benefits.


The reddit comments told me that most people want to "claim" a game, a free game on itch.io cannot get "claimed". So any of these "claim" most probably won't lead to a downloaded _and_ played game.


bye
Ron
Title: Re: itch.io traffic
Post by: Steve Elliott on September 08, 2019, 09:41:02 PM
A better developer than me (Stevie G) has said he thinks itch is a place for people who want everything for free.

What I would say is, it's a great starting point.  Sorry for my cynical head tonight lol I admire your drive, and wishing you all the best.  You're at least finishing projects, where as I have so many unfinished projects.  Maybe Steam is something to aim for, but Itch is definitely the way to hone your skills and figure out what sells.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 10:26:58 PM
I had a read and it seems if they claim it they can download it at any time like TGC giving AGK2 away a few weeks ago. I think that's what it means anyway. Well I've started a new game this evening . Maze 2 . probably gonna keep me busy for the next month or so . You know steve I've only started one app and not finished it . lost interest in it but it was a pretty good idea so after this one I may give it another shot. I only work on one at a time , think it would do my head in working on two or more.
Title: Re: itch.io traffic
Post by: Pfaber11 on September 08, 2019, 10:43:11 PM
The way I see it is I'm learning my craft and hopefully I'll work out a way to earn a living along the way . I do have some ideas on how to make some money but it's pretty much out there and I need a lot more games in my collection first.
Title: Re: itch.io traffic
Post by: blinkok on September 09, 2019, 01:08:11 AM
This is for steam but i imagine it would be similar for itch.io (https://www.gamasutra.com/blogs/ChrisZukowski/20190906/350248/How_Steam_users_see_your_game.php)
Title: Re: itch.io traffic
Post by: RemiD on September 27, 2019, 09:04:06 PM
@Pfaber11>>so you are thinking about how to increase the traffic (visitors) on your game webpage and how to increase your convertion rate (sales), when your games look like unfinished prototypes ? well you have an interesting approach :P
but to confort you, it may work sometimes because i remember having bought a few "drafty games" (at 1-5USD), just because the weather was cold and i was bored. so there may be thousands of people like that during the winter days. lol ;)


to be more serious and helpful : if you like maze games, play the most popular ones, watch a few movies about that, and make your own similar modified version, but you need to improve your graphics style a little (it can still be simple shapes and fullbright colors np), but as it is now it looks like a messy draft. :-X

( let me try it (for free) and i give you others advices (for 2.99 USD or more) ;D )
Title: Re: itch.io traffic
Post by: Pfaber11 on September 28, 2019, 08:58:08 AM
Yes remid  I know my graphics are not as good as some or most but I am rubbish at drawing . Used some imported graphics . Gonna put a Key on here so you can download the amazing maze game 2 to see what you think . I'm sure some people would like my style . well here's the free pass for itch.iohttps://pfaber11.itch.io/the-awesome-maze-game-2-android-edition/download/ikgOvM0ocuABYfHKqMdu4q68_BH2WqJj_4ao5ogW (https://pfaber11.itch.io/the-awesome-maze-game-2-android-edition/download/ikgOvM0ocuABYfHKqMdu4q68_BH2WqJj_4ao5ogW)
Well here it is so you can take a look I'll be leaving it on here for all syntaxBomb folk. Is it really that bad? I actually quite like it . Maybe I'm deluded maybe .
sorry that was the Android edition here's the pc version.
 https://pfaber11.itch.io/the-awesome-maze-game-2/download/Rc7hZIHZt9B7ekaIYE_3elqZalHdeAkbpoMuvmmu (https://pfaber11.itch.io/the-awesome-maze-game-2/download/Rc7hZIHZt9B7ekaIYE_3elqZalHdeAkbpoMuvmmu)
Title: Re: itch.io traffic
Post by: Pfaber11 on September 28, 2019, 09:21:10 AM
There you go remid have a look and tell me what you think . I think my maze2 game is pretty good maybe a little different to what you would expect but I actually like this game . I don't want you to hold back just say what you think . An honest opinion is what I would like even if you consider it to be total crap.
Title: Re: itch.io traffic
Post by: 3DzForMe on September 28, 2019, 09:27:54 AM
Hi Pfaber,

I like your game, and it has potential. However, please do not take offence, I would consider your game as a good prototype to move forwards and improve upon.

For example, in my own little game I'm making at the moment, I used spheres simply as 'placeholders' with a view to replacing them with something a little more imaginative, arty?

Just some ideas to improve on what is a solid foundation to move forwards:

1.  Make some of the ghosts 'solid' so they have to move around the corridors like you
2.  (Not easy one this) Introduce a 'radar' top see where the ghosts are
3.  Texture the Spheres with a shiny gold texture

Good luck with your indie coding - I'm by no means an expert - every day is a school day for me too. RemiD may have come over as a little harsh, but his heart is in the right place  ;)
Title: Re: itch.io traffic
Post by: Pfaber11 on September 28, 2019, 09:47:21 AM
Yes I see what you are saying basically I need to pay more attention to detail . remid I think it was you who bought my first game for a dollar that I released over a year ago . I haven't sold anything since . Given quite a few away though . Anyway I may do some more work on my maze game yet . Maybe I released it too early . I love it when I release a new game though.
Title: Re: itch.io traffic
Post by: Derron on September 28, 2019, 10:52:46 AM
As told you before (by IWasAdam): each game you "publish" has your name tagged on it. Release games which people would classify as "prototype" might influence if they follow your projects and buy a sequel/new game.

So try your best for each game - and don't be shy to update old games or unlist them if you do no longer feel they represent your capabilities.


@ pay more attention to detail
We are not talking about _details_ here but overall presentation. As already worked out the whole game looks (just judging visuals now) like a prototype game. Making the maze nice (add some lights for "mood" and atmosphere, make night levels, ... fiery places and so on) is what takes most time of the development. To get a prototype working is what takes least time (if you have a working _game_idea_ already).


bye
Ron
Title: Re: itch.io traffic
Post by: Pfaber11 on September 28, 2019, 11:49:49 AM
Yes I take in what you guys are saying and I will up my game (pun) with my next offering . I think I need to spend more time on my projects . My last one only took 2 weeks and maybe I should of put a couple of months into it . I do like my games though and do play them quite regularly . They are definitely better than when I started . I like to have my own style of production and do things my way . I still have a lot to learn as far as programming goes but think it's slowly all coming together . Very shortly some of my games will be withdrawn from the internet or at least rewritten and should be a lot better such as xfighterz . I produced that game over a year ago and think I could do much better now with multiple levels etc. In fact I think I'll be doing that next . It was my third attempt at using AGK and I was rather green at that time and maybe still am a bit . I could easily spend the next six months to a year rewriting stuff and making it better and that's probably what I'm going to do . I guess at least I know what I'll be doing for the next year. I've now got way more experience than 12 to 18 months ago so should be able to make some pretty vast improvements . Animated explosions etc. Any way you all have a nice weekend while I limber up to make a start on xfighterz new edition. It was supposed to be a take on defender but done very badly but was good for me at the time .
Title: Re: itch.io traffic
Post by: iWasAdam on September 28, 2019, 11:55:41 AM
ok. lets take this in a different direction for you:
what I'm going to do is take a single sceenshot of your game as presented and then (using some quick photoshop) show you EXACTLY the same image but with just a little thought:

Step 1. color. when and when not to use it:
(https://vjointeractive.files.wordpress.com/2019/09/maze2.png)
Immediately the (shove and old color texture) look is diminished and calmer - it already looks a bit more presentable

Step 2. add some color, but only where it really matters.
(https://vjointeractive.files.wordpress.com/2019/09/maze22.png)
This is actually a very big step for you as you are going to have to find a way to color the floor separately from the walls - that means you are going to have to learn more about 3d and how it works.

Step 3. Light and shadows. plus the ghosts are not obvoius with their sizes, so lets hie the ones that look like they are behind the walls?
(https://vjointeractive.files.wordpress.com/2019/09/maze23.png)
Again this is another huge step, as both lighting and shadows are complex beasts - but if you can get your head around them and make things work - the results will speak for themselves.
Do not Ignore what people like RemiD says. His previous 3d work has been spectacular - he knows his stuff very well.

Step 4: the UI. Lets get rid of the basic text. it look basic people can see its basic. it says "IM THE BASIC TEXT DISPLY. MY PROGRAMMER DOESN'T KNOW OR CARE TO CHANGE IT!"
(https://vjointeractive.files.wordpress.com/2019/09/maze24.png)
I just cut and copied some UI bits and made them work a bit. See about the levels - the orbs now become stars and you have to find 3 of them. The time becomes a visual reminder or even food/health status.

This is the same game the same screen. See how presentation matters?
Title: Re: itch.io traffic
Post by: Pfaber11 on September 28, 2019, 12:06:53 PM
Yes I think you guys know what you are talking about . Gonna look into how to make the walls a different color to the floor today . I know how to do this with a model but haven't worked this out for a height map yet . I do appreciate your time and effort and I do know I've a lot to learn. I'm off to do some digging . Bonjour
Title: Re: itch.io traffic
Post by: RemiD on September 28, 2019, 12:46:46 PM
@Pfaber11>>don't make the mistake to spend many months / years making a game and never finishing it (like i did), but at the same time don't fool yourself that releasing many primitive drafty games is a better approach... (look at the app stores !)

my critic was mostly that you talked about how to increase the number of visitors on your game webpage and then to convert them into buyers when they look like prototype / draft (even games in the competitions on this forum are more polished)

but having the desire to make something, and making it happen is a quality in itself (that i have rather lost concerning video games...) so don't change that, however maybe try to reach a minimum "quality" concerning graphics, but at the same time stay realistic because you are a lone dev (for example it could be DOS / amiga / PS1 / Saturn / N64 graphics "quality")

also what is really important is to stay consistant in the graphics style (texel size, complexity of the shapes, way each texture is drawn, uniform lighting / shading)

Quote
I do like my games though and do play them quite regularly . They are definitely better than when I started . I like to have my own style of production and do things my way
that's good, don't change that either, but go play similar games, and take a look at the comments of players, and see what you can mod / improve for your games.
Title: Re: itch.io traffic
Post by: RemiD on September 28, 2019, 01:03:51 PM
so i have briefly played your game, a few coments :
->considering the graphics complexity, the game should not be slow, even on my laptop.
->the ghost looks like smoothed shapes, so they may have more tris than necessary, and i bet that you don't hide those who are not visible ?
->the ghost don't seem to have any AI (to pursue / flee / find follow a path)
->no way to customize the controls (i use ZQSD not WASD)
->no way to customize the sounds volume (can be a real problem depending on the "gain" (db) of your sounds)
->your maze seems to be a heightmap with some area lower (for the corridors) and and some areas higher (for the walls), maybe you can set a LOD to decrease the number of triangles rendered ?

about the graphics style, each his own tastes, my only critic would be that it is not consistent (complexity of shapes, way of coloring, texel size)

good luck for the next ;)
Title: Re: itch.io traffic
Post by: Pfaber11 on September 28, 2019, 05:04:15 PM
Thanks for the feedback hopefully I'll have something new to release before Christmas and it'll be my best game so far. Also thanks for having a play on it.
Title: Re: itch.io traffic
Post by: 3DzForMe on September 28, 2019, 08:02:30 PM
Quote
but having the desire to make something, and making it happen is a quality in itself (that i have rather lost concerning video games...)

Yep - that can be kinda elusive - the motivation for me seems to come in waves - sometimes it can be years between waves though ;)  Thanks to Qube for this site - my coding mojo has been re-invigorated  8)
Title: Re: itch.io traffic
Post by: Pfaber11 on September 29, 2019, 01:38:56 PM
Well here it is I've found a way to do it not too difficult really . I may be doing this completely wrong but it works .
Title: Re: itch.io traffic
Post by: Derron on September 29, 2019, 02:27:30 PM
- create a better looking hud
- re-unwrap the banana or whatever this is - to avoid this ugly "uv border" (dark on the bottom and bright on the top)

Now you solved the issue of texturing the ground - maybe you can improve the look of the ground now? For now all looks pretty bright, colorful ... "vibrant". Play with how it looks if you added some variation to the ground texture? Maybe you could even mix multiple textures (so a dirt texture is on top of the ground - adding some dirt here and there.


Keep on experimenting.


bye
Ron
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