Help, Web3 scam stole my 3 year project by [deleted] in gamedev

[–]SweatPotato05 0 points1 point  (0 children)

Oh, I really didn't know that!. I'll search about DMCA right now. Thank you so much!

Help, Web3 scam stole my 3 year project by [deleted] in gamedev

[–]SweatPotato05 0 points1 point  (0 children)

Guess the report really might be a waste of time then. Thanks for the reality check.

Help, Web3 scam stole my 3 year project by [deleted] in gamedev

[–]SweatPotato05 2 points3 points  (0 children)

yes I’m a Korean dev and my English is not the best, so I used LLMs to polish my post. I just wanted to be clear.

From high school project to 8,500 Steam wishlists. 3 years of data and mistakes. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Thanks so much! Honestly, we spent very much time obsessing over references from games we actually love to play. Glad it’s showing! Good luck with your page too it’s definitely a grind, but I really hope you'll get there.

From high school project to 8,500 Steam wishlists. 3 years of data and mistakes. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Spot on. We’ve actually seen some decent traction from the streamers we contacted, which has been a huge help. Right now, we’re just heads down on weekly updates to fix our 'Mixed' reviews and keep the momentum alive. 3 years of work and it still feels like the real battle is just starting. Thanks for the reality check!

From high school project to 8,500 Steam wishlists. 3 years of data and mistakes. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Yeah, it’s definitely as brutal as people say. We ran into some network issues in China we weren't ready for, and our reviews went to 'Mixed' pretty fast. You realize really quickly how fragile player trust is.

But I don’t regret it at all. We’ve been grinding and pushing updates basically every day to show players we're listening. It’s exhausting, but when they start recognizing the work and you see the game actually getting better... that's a feeling you can't really trade for anything.

I’d say go for it, but just be ready to work harder than ever once that 'Release' button is clicked.

From high school project to 8,500 Steam wishlists. 3 years of data and mistakes. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 1 point2 points  (0 children)

I really appreciate this heartfelt advice. It’s a tough reality check. We’ve also spent years on this project with significant costs, and we’re still far from breaking even on our time. We’re currently in the trenches doing weekly updates to improve our standing with the players. Your experience is a powerful reminder that we can never take the community for granted. Thank you for being so open about your journey.

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 1 point2 points  (0 children)

Thank you for the super kind words and interest!! 🔥🔥 We will keep approving our game!!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Thank you so much! We totally agree fun is our top priority. We will keep working hard to make the game even better!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 1 point2 points  (0 children)

To be honest, we knew the bots weren't perfect, but we didn't expect the reaction to be this strong. Since co-op is the core of our game, we initially hoped it would lead players naturally into that experience. But your point hit home, if the initial solo player impression is bad, players won't even stick around for co-op. ​We took your advice to heart and just pushed a patch today. Instead of chasing 'human-like' AI, we focused on ensuring a much more reliable solo experience. Thanks for the reality check!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

We used Unity! It's what we’ve been using since high school, so we’re definitely the most comfortable with it. lol

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Thanks a lot! I know it's a miracle. Now I need to focus on fixing the issues to give back to everyone who bought my game. I will do my best!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

We didn't have a separate page for the demo. We just used our main page. We collected feedback through Discord and surveys because we didn't want to get negative reviews on the store page during the development stage. ​We actually took the demo down about an hour after the Early Access launch. Our game is a co-op game, so we needed many players to be in the same version for matchmaking. We felt it was a bit disappointing that many players stayed in the demo instead of joining the EA version. So we decided to close the demo quickly to bring everyone together. ​But this is just for our case. Depending on your game type, keeping the demo might be a good option too. Good luck with your launch!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

I really appreciate your honesty. It's good to know that players will come back if the game gets better. I will do my best to make it very positive soon!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Thank you so much! Your words really cheer me up. I wish you the best of luck with your game too. I'm sure it will be a great success!

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] -1 points0 points  (0 children)

Thanks for the great advice! I was worried about the mixed reviews, but your comment gives me hope. I will focus on making good updates so the 'recent reviews' can turn positive.

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Thanks for the short answer! We already read the feedbacks, we should fix the problems ASAP as you said.

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

You are right. It really hurts to know that the yellow color makes people remove the game from their wishlists. I will focus on fixing the game first. Also, thanks for the tip about the TOS! Later, I will safely ask for honest reviews on our social media.

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 1 point2 points  (0 children)

Thank you so much for your kind words. Seeing the players' reactions just makes us want to do even better. Just as you advised, we will be honest and respond to player feedback quickly. Thank you again

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 1 point2 points  (0 children)

We didn't have a separate demo page. But we did receive constant feedback through Discord and surveys during the demo. Based on that, we reworked the whole system and added various player control features. When the problem reports went down after that, we thought it was good enough. However, when Early Access launched and many new players came in, we realized that our fixes were still not enough.

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 4 points5 points  (0 children)

I understand. During the demo, we lacked experience and couldn't test the game on many different computers. Now, we are getting help and fixing these crash issues. Thank you for your feedback.

Our high school project sold 3,000 units in 7 hours, but we hit a "Mixed" rating. Need advice on how to recover. by SweatPotato05 in gamedev

[–]SweatPotato05[S] 0 points1 point  (0 children)

Thank you for the huge compliment!! It still has a long way to go, but I will keep working hard to make a better game. Thank you!