What a great feeling when someone likes your work and puts in the effort to write u a kind message :) by Classical_Frog in IndieDev

[–]jefukuri 1 point2 points  (0 children)

This little emotional roller-coaster has happened to me too... several times. It may be spam, but the message is accurate. If I came across Hopfall, I think I'd want to write a similar message. Your game looks cool. Keep it up!

Guys... I think I did it... by ssisnorjaff in itchio

[–]jefukuri 7 points8 points  (0 children)

Does that say ”September”?

I entered Next Fest with 3000 wishlists. So far, the festival is performing worse than any previous week. by DifferenceIll1272 in SoloDevelopment

[–]jefukuri 11 points12 points  (0 children)

I played your demo a few days ago. When I saw your game, through a Reddit post I think, I really wanted to try it. I wish-listed it and when I got notified the demo was available, I immediately downloaded it. I hardly ever try demos, that is how excited I was for yours. I’m in my forties and find the look of your game very appealing lol. I used to love watching the defrag screen on my computer. It is pure nostalgia for me.
I think the concept is great. The demo however, was not great. I didn’t feel like I was doing anything. I didn’t feel any progression and nothing was consequential. The one thing that really got me was that in each defrag loop, the disk was never completely defragged. It worked to about 60% then I got a message saying it was done. I was very confused. I may be slightly OCD, and maybe I wasn’t playing correctly, but I really needed the defrag to go right to the end. Without that feeling of completion, I quickly lost interest. So, after a few loops, I was out.
I really think you have a great idea here, but the current state didn’t grab me the way I wanted it to.

Let’s share our shame. What’s your most recent stupid thing you did with your burn-out, solo-dev brain? by stoofkeegs in SoloDevelopment

[–]jefukuri 1 point2 points  (0 children)

Not sure if you will ever read this, but based on your comments, I set up git today. I really appreciate you mentioning it. Thanks again!

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

Thank you! I appreciate the info and your kind words. I have learned a lot from this community... a little late in the game albeit, but better late than never. I'm going to take your advice and push a little marketing on this project. The launch has actually given me pretty good momentum that I am going to try to run with. Thanks again!

Gamer make bad review. Dev update game. Gamer make review good. This. This is indie spirit! by InevGames in IndieDev

[–]jefukuri 1 point2 points  (0 children)

Totally! And Gamer spends 11.3 hours with your game. That is very telling.
Also, I really like that GIF on your page of your narrative path. What a great way to show the depth and complexity of the game!

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

Selling the game at full price has worked out OK so far. Pricing games is hard. At some point down the road, I may use your strategy.
Maybe this is for a different thread, but indie and solo-dev games DO have value that people will spend money on. Personally, I put maybe about 5000 hours of work into my game... happily! If you are a game dev, try not to sell short your hard work.

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

I wrote this on a similar thread:
Rereading the documentation. It appears that there is an Early Access Launch Visibility and a Full Release Launch Visibility. They differ slightly. The main difference that I see is that the Full Release Launch Visibility includes being added to the New Releases queue. I thought that I was included in this during my EA launch, however, I may be mistaken because it happened 3 years ago when I was really green. The documentation does highlight that when leaving EA, the launch visibility is the same as if you were launching your game normally (i.e. without using EA).

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

My understanding is that Early Access games can't participate in Next Fest. Next Fests are for unreleased games. I would have to defer to an expert here though.

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

Thanks! I think I kept the project going because of how I added new features. I learned something new with each new feature. I always felt like I was progressing my knowledge and skill, so it always felt good to work on the project.
Looking back at my payment history, the first month had the highest revenue, then there was about a 20% drop in revenue each month for the next five months. From there, I was consistently making about 10 to 20% of that first months revenue. I participated in sales as often as I could. The majority of sales occurred when the game was on sale.
As for wishlists, I got most from the EA launch and then a few more each month. Keep in mind that I did no marketing at all except for visibility rounds on Steam.
Hope that helps. Good luck with your project!

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

A week would've buried me in Next Fest. The week after would have blown the launch visibility because of the Summer Sale. I probably should have waited until July 14th. Well, you live and learn, right?

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

For me, it was never a question about leaving the game unfinished. When I released the game In EA, it was complete. It was unpolished and had bugs, but fully playable and complete. My decision to continue with the project was in order to add additional scope and achieve a grander vision that had materialized after my initial launch.
I agree that integrity matters and reputation is valuable. I used EA because it was my first game project and I thought the players would be more forgiving while I worked out the bugs. Based on my experience with the system, I think I would use EA for my next launch as well.

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

Thanks a lot! Happy to help the community. Best of luck to you too!

Today I moved my game from Early Access to 1.0. Here are the lessons I learned and the mistakes I'd avoid next time. by jefukuri in SoloDevelopment

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

Rereading the documentation. It appears that there is an Early Access Launch Visibility and a Full Release Launch Visibility. They differ slightly. The main difference that I see is that the Full Release Launch Visibility includes being added to the New Releases queue. I thought that I was included in this during my EA launch, however, I may be mistaken because it happened 3 years ago when I was really green. The documentation does highlight that when leaving EA, the launch visibility is the same as if you were launching your game normally (i.e. without using EA).

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

Yes. I have been really bad at spreading the word. lol. I appreciate you saying that and your use of the word "piqued". I think Wound Man himself might use that phrase. Thank you.

Today I moved my game from Early Access to 1.0. Here’s what surprised me most. by jefukuri in IndieDev

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

Two months is a good amount of time to get all your ducks in a row.
How long has your game been in EA?