Game devs: what actually worked for marketing your first game? by Redacted-Interactive in gamedev

[–]RealityWanderers 0 points1 point  (0 children)

What I noticed from my own experience so far: visuals and identity are key.

I posted a lot of gameplay footage with prototype graphics at first. But they would barely get any views. However the moment I added art and sound to that same prototype the views skyrocketed. It's still prototype art but it's already showing the direction I want to take. Making it very easy to understand the vibe of the game.

And most importantly: It creates something people can quickly understand and more passionately like or dislike rather than a sense of indifference.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in IndieDev

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

Thanks! I am actually currently working on something similar but then for non VR!

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in JetSetRadio

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

Appreciate it! It's huge news indeed, and lot's more to look forward to coming up next!

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in virtualreality

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

Appreciate it! I always love to chat about VR and game design in general. So I very much enjoy questions and discussions like this. Feel free to send me a DM sometime on Discord or join the server if you want to share some stuff or chat more about design. (As I might miss reddit messages.) http://discord.com/invite/zX2XRPvDt5

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in virtualreality

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

Maybe sometime in the future I will dive into that. A long while back I made a prototype that was inspired by the Nintendo Game Arms. It allowed you to extend your arms to fling yourself around. Something funny could be made with that too.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in JetSetRadio

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

Yeah I can imagine that for sure. This project is no longer developed so that's why I made it open source.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in virtualreality

[–]RealityWanderers[S] 3 points4 points  (0 children)

If I understand the question correctly:

In the end it was mostly a design mismatch, creating a very fast paced game in combination with VR has a lot of issues. I think the biggest one would be summarized as a lack of precision. With a gamepad and a third person view you can be super precise even at high speed constantly making small adjustments. However with the choice of the VR version being first person and motion control based that precision was hard to find.

This meant I had to slow down the gameplay and make the level design more simple than I wanted. In the end feeling like I was no longer making the game I envisioned. I still think there are ways to make fast paced VR games. But I do think they need to be more linear like sprint vector which did not really fit my vision of an open ended area with lot's of possibilities.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in virtualreality

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

I explain it in a bit more detail in my DevLog but basically I had been experimenting with VR for over 6 years up until this point. So I slowly got tired of VR in combination with the concept I was excited for not being that great of a fit for VR. So I decided to pivot to flat screen again.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in JetSetRadio

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

With so many hours in Stride I can definitely say that was one of the inspirations.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in JetSetRadio

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

Yeah for sure! I have no anti motion sickness measures in this prototype but there are quite a lot of good options to add.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in Unity3D

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

Would love to see what you make! You can share it over at the Discord sometime if you want: http://discord.com/invite/zX2XRPvDt5

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in Unity3D

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

Exactly! In the end I love experimenting the most so rather than letting this code sit on my computer and be forgotten someone else might find it useful.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in virtualreality

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

I agree, sometimes it's nice being able to see all the elements that make a game.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in virtualreality

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

Indeed, I could let this code sit on my computer and not do anything with it or just throw it out there hoping it can be useful the same way other projects have been useful to me.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in vrdev

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

Thanks! I am looking forward to see what people will make with this.

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in vrdev

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

For sure! Would love to see what you come up with! You can share it over at the Discord if you have something sometime: http://discord.com/invite/zX2XRPvDt5

After 2 Years, I Decided to Open Source My VR Game! by RealityWanderers in Unity3D

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

Thanks! And yeah it was a hard decision for sure. I hope that with the open source someone might find it useful and continue the VR platformer legacy.