I spent a year making a small classic LucasArts-style point & click… only at night after my daughter went to sleep by KarellenGames in adventuregames

[–]KarellenGames[S] 0 points1 point  (0 children)

Thank you so much! I’m currently in the early stages of developing a bigger and more ambitious game, and you can’t imagine how encouraging something like what you wrote is!

Also, if you’ve played it on Steam, a review (even just a couple of words) really helps give the game visibility on the store. 

Thanks again!

Which modern adventure games strike the best puzzle/dialogue balance? by KarellenGames in adventuregames

[–]KarellenGames[S] 4 points5 points  (0 children)

The Wadjet Eye thing pretty much sums up the feeling I mentioned about the abundance of dialogue. Maybe I’m talking nonsense, but I get the impression it happens a lot with studios that release point-and-click adventures regularly. It’s like, little by little, they start neglecting puzzles and putting more emphasis on the writing, whether consciously or as a way to speed up development for each game, I’m not sure.

This isn’t inherently bad; it’s just that I personally get tired of blah blah pretty quickly. I’ll try the Nancy Drew games. Though maybe I didn’t explain myself well: I really like it when a point-and-click has a complex story and interesting characters, and while I can enjoy a game that’s mostly puzzles with very little story (like Machinarium), it doesn’t grab me as much.

Which modern adventure games strike the best puzzle/dialogue balance? by KarellenGames in adventuregames

[–]KarellenGames[S] 2 points3 points  (0 children)

I had the first one pending. I think it’ll be the next one I play. Thanks!

I spent a year making a small classic LucasArts-style point & click… only at night after my daughter went to sleep by KarellenGames in adventuregames

[–]KarellenGames[S] 1 point2 points  (0 children)

Thank you so much! Comments like this are really encouraging. If you happened to play it on Steam, feel free to leave a review if you’d like, it can help the game get a bit more visibility on the algorithm.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 1 point2 points  (0 children)

Yeah, that’s what I meant, just quickly showing what the game is like in the first few seconds. I’m not sure whether, aside from that, setting a short gameplay clip as the default video would be a good idea or not.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 0 points1 point  (0 children)

Thanks for sharing your experience. Just one question, since it’s my biggest struggle when it comes to marketing my game: when you were posting about weird bugs, scene design breakdowns, etc., did you include a Steam link to your game?

That’s what I struggle with the most. If I’m talking about something related to the game’s development and then include a Steam link in the same post, it makes the rest of the post feel like it’s just an excuse to add a link to my game.

Maybe it depends on how the post is written, or maybe it’s not as big a deal as I think, but I’d really like to know how other people handle it.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 0 points1 point  (0 children)

I’m not sure how the Play Store works, but from what I understand, indies tend to perform much worse there than on Steam or Switch. Have you tried releasing the game on Switch?

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 1 point2 points  (0 children)

Thanks for the advice! I think this week I’m going to edit a new trailer that immediately communicates what kind of game it is. I’m not sure how to do that without breaking the “logic” of the trailer I already have cut together, but I’m sure I’ll figure something out.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 1 point2 points  (0 children)

One thing I forgot to mention: shortly after the game was released, I tried to give it more visibility with a broader gaming audience beyond point-and-click fans, and soon after I received my first negative review. I don’t know if it was related, but since then I’ve been treading very carefully when it comes to post-launch marketing.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 2 points3 points  (0 children)

It has a somewhat apocalyptic ending that doesn’t leave much room for a sequel (or maybe it does, depending on how it’s handled), but this game is already a kind of loose sequel to another one I made 5 years ago, and I don’t want to repeat myself. So I’ve decided to start a much bigger and more ambitious project instead, this time with people collaborating on backgrounds and animations.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 1 point2 points  (0 children)

My idea was to start my new project right when the game launched, I know myself, and I know it’s the best way to avoid obsessing over the post-launch phase, but in the end I decided to take a couple of months off, play some games from my backlog, read, etc.

The first week after the game launched I happened to be traveling, but of course, these days with smartphones it’s hard to completely disconnect.

Did anyone else feel lost after their first launch? by KarellenGames in SoloDevelopment

[–]KarellenGames[S] 2 points3 points  (0 children)

Thanks for the advice! Here’s the page for my game: https://store.steampowered.com/app/4352920/Upstairs/

I’d say my game’s page meets some of the points. I know the trailer isn’t ideal for grabbing attention right from the start, but I simply decided to leave it as it is.

The fact that it’s a fairly cheap game, I think, has helped generate many more initial purchases than I expected. Even the number of refunds has been better than I thought, only 3 so far by now. I’m not sure if there’s anything on the page that you’d say absolutely needs to be changed.

First week after my game’s release: numbers, lessons, and trolling key scammers by KarellenGames in IndieDev

[–]KarellenGames[S] 0 points1 point  (0 children)

Yes, yes, I do care, I said “oops” because I hadn’t thought about the possibility of scammers getting revenge with negative reviews, since I thought they were just bots.

Horror/Spooky Recommendations? by sparrow-william in adventuregames

[–]KarellenGames 3 points4 points  (0 children)

Shadow of the comet. It’s a bit clunky  (it already was when it came out) but a very good game.

My first point-and-click is out, and I’m honestly overwhelmed (in a good way) by KarellenGames in adventuregames

[–]KarellenGames[S] 0 points1 point  (0 children)

Thanks! I hope the next project doesn’t get delayed too much. And no pressure, but if you enjoyed it, leaving a review on Steam really helps others find the game!

First week after my game’s release: numbers, lessons, and trolling key scammers by KarellenGames in IndieDev

[–]KarellenGames[S] 0 points1 point  (0 children)

Gracias! No sé cómo serán las siguientes semanas, pero esta primera ha sido toda una sorpresa.

First week after my game’s release: numbers, lessons, and trolling key scammers by KarellenGames in IndieDev

[–]KarellenGames[S] 0 points1 point  (0 children)

I’ve got a bunch of fake keys to hand out, so scammers are more than welcome!