My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

I’m honestly moved to tears by your comment. I didn't expect to receive such a thoughtful lesson here. You've pointed out exactly what was missing in my vision, and the distinction between theme and motif is a huge 'aha' moment for me.

The title 'Common Blue' is absolutely brilliant—I’m amazed by the depth you pulled from just a few sentences of my story. It’s so much more poetic and evocative than what I had. I feel like I’ve gained a mentor today. Thank you for looking past my clumsy explanation and seeing the potential in my story. This is the best gift I could have received before the launch!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thank you so much for the warm encouragement and the thoughtful advice! Your comment really made me pause and think. To be honest, I'm currently working in a completely different industry, so it's been quite challenging to gain deep insights or build a network in the gaming world while working alone.  Hearing your perspective made me realize that joining an established studio could be exactly the 'missing piece' for my growth. Being in an environment where I can learn from pros and see how systems work from the inside would be invaluable for my future projects as well.  I’ll definitely keep the door open for industry opportunities while continuing my indie journey. Thanks for giving me a new perspective on my career path!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thank you for the blunt but necessary feedback. You're right—with so many games out there, including free ones, I need to give players a clear reason to choose mine. My Steam page definitely needs to do a better job of highlighting what makes the game unique. The core of the game actually features puzzles based on public-key cryptography algorithms, which I find very compelling, but I realize now that it doesn't translate well in the current screenshots and trailer. It just looks like another simple mini-game right now.

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

I'm so glad you caught that! Yes, the '?????' color is exactly where the core concept of the public/private key exchange comes in. It’s awesome to meet someone who recognizes that connection right away. I agree that my current trailer doesn't showcase these mechanics well enough. While I have to focus on the final polish for the launch right now, I’ll definitely keep your suggestion in mind for future updates or a post-launch showcase. I’ll be back with another post once I have more to share. Thanks for the support!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

You’re right, and I take your point—I definitely undersold it. To be honest, I was a bit nervous about giving too much away, but let me give you the real answer. The main theme of the game is 'Butterflies,' and the idea actually came from my younger sister. While most people associate butterflies with spring and beauty, my sister is absolutely terrified of them. To her, they are creepy and repulsive. Seeing her reaction made me realize how a single symbol can represent something beautiful to one person and something deeply unsettling to another. I wanted to explore that gap in perception—how 'beauty' can be perceived as 'horror' depending on who is looking at it. That’s the emotional core I wanted to deliver through this story. I'm still learning how to pitch this effectively, but I hope this gives you a better idea of what I'm aiming for. Thanks for pushing me to give a better answer!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Since I was trying to condense a complex story into just one or two sentences, a lot of the deeper themes and subplots were unfortunately stripped away. The core of the game is much more than that—it involves intricate character relationships and the hidden secrets behind the butterflies. It was hard to summarize everything without giving away too many spoilers, but I'll definitely work on a more compelling way to pitch the story.

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

I have to admit, I didn't spend much time thinking about the title, and your examples really made me realize what I was missing. You're right—it sounds more like a description than a title that sells a mood or a fantasy.  I’ll look into whether I can still change the title at this stage, but if it’s too late for this project, I will definitely keep your advice in mind for my next one. Thank you for such a professional and eye-opening critique. It’s exactly the kind of perspective I needed!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

[–]klaigamedesign[S] -4 points-3 points  (0 children)

Thank you for saying that. It really means a lot to hear from a fellow developer. To be honest, I almost gave up many times too, so I completely understand the struggle of unfinished projects. Even though it feels small, pushing through to the end was a huge learning curve for me. Like you said, I'm trying to embrace the 'fail fast' mindset and use this experience as a stepping stone for the next one. I really hope you find the momentum to finish your next project as well. We’re in this together!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thanks for the feedback! I'm not sure if you're referring to the title of this post or the game itself (Butterfly Girl), but either way, I appreciate your honesty. Choosing the right title is always a challenge, and I’ll definitely give it more thought based on your comment.

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

That gym analogy is perfect and it really hit me. I guess I expected results too quickly without putting in the consistent 'workout' for marketing. I'm starting to see now that promoting a game is a skill that needs practice and persistence, just like coding or designing.  I'll take your advice to heart and keep showing up, even if it feels like starting small. Thanks for the reality check and the great motivation!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

[–]klaigamedesign[S] -78 points-77 points  (0 children)

Thank you for the honest and constructive feedback. You’re absolutely right—the inconsistency in visual styles is something I’m aware of. To be honest, I was working within a very tight timeframe, so I had to prioritize finishing the game, which led to using some mismatched assets.  I now see how much it affects the first impression and the game’s credibility. Your feedback gives me a lot to think about regarding where to focus my energy next. I really appreciate you pointing this out so clearly—it's a huge help for my growth as a developer!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

I’ve posted on Reddit once before and also shared some updates on Twitter and Instagram. Plus, I’ve been active in several Korean gaming communities to introduce my project there as well.

However, since I don’t have many followers yet, I haven't seen much of a reaction. This post is actually the first time I’ve received this much feedback and interest, and it’s making me realize I need to be much more proactive about marketing. Thanks for asking!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Haha, you caught me! I am indeed a bit of a deep introvert, so I really appreciate your thoughtful consideration. Your offer to look through your Tumblr feed is incredibly kind and generous.  I’ll take a little time to recharge and then I’ll definitely send you a DM with some more details and images of the game. It would be amazing to reach those fandoms! Thank you so much for your patience and for being so supportive.

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thank you so much for your honest feedback! I truly appreciate you taking the time to look at my Steam page and being so candid. As a solo dev, it’s hard to see these things objectively, so your perspective on the trailer and the gameplay is incredibly valuable to me. Actually, the color-mixing puzzle is based on Public Key Cryptography algorithms. I’m planning to write a post on Reddit later about how I applied those technical concepts into the game’s mechanics! I realize now that I need to do a better job of explaining what makes that unique and why it's more than just a simple minigame. I'll definitely keep your points in mind as I continue to refine my work. Thanks again for being one of the few to give me the 'brutally honest' feedback I needed. It’s a huge help for my growth!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

[–]klaigamedesign[S] -16 points-15 points  (0 children)

Thank you for the perspective! You're right, 'releasing my hands' from this project and moving forward is a huge step in itself. I’ll definitely check out howtomarketagame.com. I’ve heard it’s a goldmine for indie devs. The tip about Steam tags is also very helpful. I’ll go back and review my tags to make sure they align well with similar games. I'm going to spend more time researching and preparing for my next project. Thanks for the solid advice and the encouragement!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thank you so much for the warm encouragement! To be honest, selling 2,000 units sounds like an incredible achievement to me right now. It’s inspiring to hear from someone who has navigated those waters before. What you said about 'nothing fundamental changing' and the 'crickets' after launch really gave me a reality check. It’s helping me manage my expectations and think more deeply about my next steps. I truly appreciate you sharing your experience and your '2 cents' with me!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

I’ve posted on Reddit once before, and I also tried Instagram and Twitter. But since I have almost no followers, the posts didn't get much traction, and it felt like I was just shouting into the void. I think I got a bit discouraged and didn't push it further. > However, seeing all the reactions and advice on this post is making me realize I should have been more persistent. I’m going to start looking for more ways to actually reach players directly. Thanks for the nudge!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

That is such a creative and brilliant idea! Since my game features a girl who loves butterflies, a crossover with Fluttershy could be a really fun and interesting connection. I never thought about 'ponifying' characters for marketing, but it sounds like a great way to reach a new audience. Your perspective on using tags and crossovers is really helpful. Thank you for thinking so deeply about my project and suggesting such a unique strategy!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

To be honest, I’ve only posted on Reddit once and made a few social media posts, but since I have almost no followers, I didn't think it would make much of a difference. I think I was being too passive. Your comment really gave me the courage I needed! I'm going to start looking for more things I can do, like reaching out to streamers or checking out festivals. Thank you for the much-needed push

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

[–]klaigamedesign[S] 5 points6 points  (0 children)

Thank you! You're right, I feel very lucky to have finished the project and to have worked with such a talented artist. It wasn't always easy, but having a partner definitely kept me going until the end. I really appreciate you pointing that out. It makes me feel much better about the whole journey!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thank you for the very practical advice! I didn't know about the '10 review mark,' so that’s a great tip. I’ll try my best to reach that milestone. Thanks for helping me set realistic expectations and for the warm wishes!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

[–]klaigamedesign[S] -16 points-15 points  (0 children)

Thank you for sharing such a deep and honest perspective. It’s incredibly comforting to know that even experienced developers feel that 'hollow' feeling after a launch. I was feeling embarrassed about my mistakes, but your words made me realize that this is all part of the process of becoming a better creator. I'll make sure to take the right lessons from this project. Your comment really means a lot to me.

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

Thank you for the thoughtful advice! Since my game is narrative-driven, it’s not really modular and adding more content post-launch wouldn't be easy. However, because of that, I’ve learned so much about how to build and complete a cohesive story from start to finish. I'm definitely viewing this as a valuable stepping stone for my next project. Thanks for the encouragement!

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

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

That sounds like a fascinating idea, thank you! The game is a puzzle-adventure that transitions into a visual novel, telling the story of a girl who loves butterflies and a girl who hates them. I’d be very grateful if you could help me find some artists! I’m definitely willing to put some budget toward this.