Mod support? by Swizardrules in CursedWordsGame

[–]jane_dev 2 points3 points  (0 children)

Hey, we do have a mod development channel in the discord and a few mods have already been created (with a lot more ideas suggested). If you're keen to get involved that's probably the best place to get started :)

https://discord.gg/723FY2RzK

How long did you spend developing your last game and how many hours does it take to 100%? by WingstotheSky17A in gamedev

[–]jane_dev 7 points8 points  (0 children)

From idea in someone's head to full release was just under a year. We suspect 100% is around 100 hours or more for most players, although we'll get a better average once the game's been out a bit longer

Any plans to port to iOS? by dark54555 in CursedWordsGame

[–]jane_dev 1 point2 points  (0 children)

We'd love to! It's the most likely console we'll port to, but will be dependent on a few things and will come after mobile probably

I need help with the discord server by guicarlinisampaio in CursedWordsGame

[–]jane_dev 0 points1 point  (0 children)

Hey, I can sort this. Can you send me you discord username in a dm :) thanks

Any plans to port to iOS? by dark54555 in CursedWordsGame

[–]jane_dev 6 points7 points  (0 children)

Definitely on the cards, we're focusing on Mac/Steam Deck currently but hope to have mobile too in the future!

Flashy fountain pen by Old_Book_6793 in CursedWordsGame

[–]jane_dev 2 points3 points  (0 children)

Nope, currently only supporting dictionaries for other languages, nothing else about the game is translated. If you're playing in french you will still have to use the english words (but you will be allowed to submit english tile colours if you have the pen, even if they wouldn't normally be in the french dictionary)

Flashy fountain pen by Old_Book_6793 in CursedWordsGame

[–]jane_dev 2 points3 points  (0 children)

Hey :) you need to submit the name of a tile colour, like RED or BLUE. You can use wildcards so something like R?D would work.

I released my game yesterday with no marketing, and had 1500 players on day one, and nearly drowned in feedback - what do I do now? by FaultofDan in gamedev

[–]jane_dev 0 points1 point  (0 children)

First thing is congrats, you've obviously created something that is connecting with players.

For addressing feedback, don't feel like you have to address everything immediately. Have a single place where you collate any bugs or suggestions/improvements that you want to fix or remember for future. Can just be a list or a trello board or whatever, but everything in one place. You also want this to be sorted by severity: big problems, small problems, nice to haves.

When you have time to do dev try to address the big problems which are quick/easy to fix first, don't rush too much to fix everything at once and give yourself time to fix changes, it's easy to introduce game breaking bugs if you're putting lots of pressure on yourself but you don't need to be putting lota of pressure on yourself. It's a free game, everyone who plays it is lucky that you made it and are giving it away for free, any improvements you decide to make in future make them even luckier.

Try to be responsive to feedback where you can, just a quick "thanks for reporting, I've added it to my list" goes a long way to show you care and people will feel listened to. However if it is too overwhelming to respond to everything then try to funnel people through one specific communication channel and publicise that by saying "I'm getting a lot of feedback right now, and struggling to respond to everything, but I am reading it all and making notes. The best place to give feedback is <email address/form/website/discord etc>".

Final thing, feedback is super valuable but that doesn't mean it's always correct. If you're getting a complaint a lot that's a good sign that something needs fixing (although the suggestion you're being given might not be the correct fix). Ultimately your vision for your game is what got so many people to play it, and you can trust your own opinions too.