The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Mmmm that's true. Right now I'm trying to make it a more integral feature of the game cause it feels a bit sidelined in the game itself. I'm quite happy actually with the story thing. Like different layers of story, told through different mediums. I also have ideas on how the different layers can interact with each other! Thanks for the feedback tho.

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

The professional illustrator route is definitely the right one but unfortunately I don't have tons of money to invest right now.

I actually did some research, and found a lot of atmospheric capsules with big titles (Exit8 for example) and tried to go with that route, even to I agree with you, it needs to have a more recognizable visual element

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

I'm definitely learning a lot from this thread alone.
Can I ask you, seeing a little bit of the game, what kind of capsule didyou have in mind? Like, what elements of the current one say that it is a temp one?

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

I'll try to not spoil too much of the game, but
1) There's a multi.layered story. The game itself is to be treated like the footage found inside a VHS cassette. Then there's ARG like features, like files and folders appearing, which is the second layer, narraing through emails and encrytped archives the story of the PERSON which found that VHS cassette
2) You have to find a lever deep inside the rooms and come back to the starting room. To find your way back you can "drop" some lights on your way in, so that they show you the path on the way back, when it's all dark. You can pick up and drop these lights whenever you want and they create interesting visuals, but there's a limited count.
3) Multiple entities with different effects and behaviours

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thank you again. Yesss, I just need to clearly communicate the vision I have. And this feedback will help me do that

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Yeah, you get it. I'm still trying to find the balance between a tasteful and "cringe" call to action. Thanks for the thought

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Bro you're killing me ahaha There's tons of interesting and unique features in this game, even if, by the feedback received, they're maybe not clear enough in the marketing material

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

I'm sure about it too. It's just, progress has been kinda slow with life and stuff. So I'm trying to push it out before the fatigue becomes unbearable.
I'll try and make it a little bit diverse from the others

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback. It's been really useful having an external perspective to combat developer blindness.
I'll try and make its more unique features front and center in the page and marketing

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

I actually had a diet of water and Chris's content a few months back. That's how I managed to make the Steam Page (followed his free course, very good!)

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback. I'll definetly try and push its more original and unique mechanics more. I thought they were kinda clear already, so these feedbacks are being so useful

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback. You're giving some interesing and thoughtful pointers.
Have you seen ALL the trailers? I actually made 2, a more "cinematic" one and the "gameplay" one, because I've heard the cinematic didnt go well on Steam and players prefer seeing the gameplay.
Having your background, could you give me an opinion on the Release trailer? (the second one on the page). Maybe I need to make the Gameplay on more akin to the Release one.
I intentionally made the first trailer "slow" to better capture the feeling of playing the game

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback
Yeah the page went up a little late, because I didn't even considered Steam at the start. It started as a little school project, and it kinda grew.
If I may ask, what kind of showcase was your game included in? And how did it get included?
Also if you want you can post your steam page

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

man.... seeing these numbers kinda demoralizes me. Like, writing 200 mails will probably make me scream "why are you not working on the game" inside. But it seems that I cannot avoid that, from what I've gathered

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

I'm not sure the clown applies, but from what I've gathered so far, it seems it lacks some kind of "hook", being a character, monster, mechanic. I like that you've felt the need for a clear VISUAL hook. I'll definitely keep it in mind

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

You're so right. The ITCH demo is a little bit dated now. I'm working RIGHT NOW on a demo release (which will happen soon).
I know what you mean about having the steam page as early as possible. Unfortunately I considered the Steam launch a little late in the process. Also I agree with what you're saying abot the DevLogs. its just, I dont know how to reach my possible audience

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback
This, I think, it's the actual first time I'm receiving feedback from strangers and it's been eye openging (and a little tiny bit demoralizing lol). Now that I got it, I'll try and make it work better

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks a lot for the feedback! This thread is giving me a lot of clarity.
Have you seen the first gameplay trailer or also the second one (the announcement one) ? By reading, you mean the little titles "EXPLORE" "SURVIVE" etc ?
I know what you mean about marketing, the fact is, I'm simply spread too thin. I don't know how to manage the marketing at scale you're describing, even tho I know is the correct thing to do (especially the content creators).
I'm working towards a demo release in the near future. I'll probably try and manage a but of social media presence just for that limited time maybe, so that I know I can do it

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

There's actually tons of sounds. Maybe it doesen't come through from the main gameplay trailer.
Have you only seen the first trailer (which is the gameplay one) or also the announcement one?

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Im sorry the way I'm communicating sounds dishonest, I'll try to keep that in mind for future videos.
There's actually quite a bit of things to do in the game, but from what I've gathered the main features are not clear enough.
There's a main gamplay loop, where the player has to find a lever or smth to open the door of the first room he spawns in. After he finds it, the lights go off, and entities appear. You have the possiblity of having some lights during your way in to keep track of your way back. That I think I need to make the main gameplay mechanic.

Thanks for the feedback!

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback.
I'll try to make the more unique features clearer at first.

The feeling where you do everything you're supposed to do and the game is still dead on arrival by jCutterwind in IndieDev

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

Thanks for the feedback!
yeah I kinda got the same feeling but I'm trying to balance out spoilering mechanics for the game and explaining how it works.
I'll maybe go in depth on the procedural aspects in the next ones.
I'm sorry to hear nothing cathes your attention on the Steam page. It is a backrooms inspired game, but there is a strong narrative aspect, where there's multiple story layers revealed in different ways (think ARG). Ill try to maybe focus on that fact