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Exposure?

  • Marrend
  • 12/26/2010 03:54 PM
  • 1180 views
Ever since kentona unveiled the site statistics, I've been thinking of how to improve on this game's overall statistics. Unless I'm terribly, terribly mistaken, that means advertising. Before I do that, I want to understand what the more downloaded (or talked about) games have that I don't. My observations:

1) They have awesome, or unique (read: Space Funeral) graphics. In this respect, this game mostly looses. I do use some custom graphics, but the are done in the same style of the RTP. The only way people like RTP graphics is when they are done "right". I'm not sure what that means, but I'm attempting to research it.

2) The game has technical prowess the likes of which I didn't think possible in RPGM. While Averice is an excellent example of this (particularly when I first signed on to RMN), there are probably other examples that have slipped my mind at the moment. Again, my game losses in this category too, as I want to keep the game as simple as possible on as many fronts as possible.

3) The game exists on other websites. This is the Visions and Voices, Hero's Realm, and other heavy-hitters. These games, generally, have other attributes that attract those downloads. I'm not exactly sure what the draw of Visions and Voices is, but I've played Hero's Realm. It certainly has that old-school feel, and it has a certain charm to it, but I wasn't having much fun playing it. Maybe I'm totally dead on the inside? In any event, this is not the case of Matsumori Days at all. In fact, I'm certain that if I post Matsumori Days elsewhere, it will either be ignored (like it is now), or garner exceptionally negative feedback that is not constructive at all.

Then I have to remind myself that my audience is not necessarily the RMN developer community. I know I want to cater to the Story Chaser (kentona article reference!), but I'm not exactly sure who else I cater to, given what I have.

I guess what I'm saying is that I want some kind of feedback on this game, and I know I can get feedback from going to places outside of RMN (even inside RMN), but I'm afraid of what that feedback would entail. The last time became overconfident, I asked for a Let's Try. And we all know how that ended up: with a project cancellation and practical reset of this project.

I have always wanted to make this game something to be proud of. Something that can stand on it's own, despite the lack of anything that would make it stand out. I'm not sure if the game is at that point, or what I need to do to get there, but that is what I'm striving for.

Posts

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BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
I dunno- from your crushed reaction to the negative feedback in the past, I'd say you're looking for validation and praise, not critique. Unfortunately, not everyone will raise you up, so you've got to learn to be proud of yourself.

Don't worry so much what others think. Put your heart into your work and make something that you're proud of. That kind of honesty always goes over well.
I can tell you right now that I did not download the game because the screenshots did not impress me. It looks to me like a typical out-of-the-box RMVX game. You need to realize that the aforementioned successful games have a sense of identity. The screenshots need to stand out from the rest of the games made in the same engine.

If it's a critique you want, though, I can give your game a spin.

EDIT: Your game is lacking in presentation big-time. Firstly, the title screen is RTP, the music is RTP, and the charsets are RTP. Secondly, the beginning of the game simply throws you into a school to explore with no real direction and a bunch of super-wordy NPCs I cannot care for in the least.

Might I suggest you download more of the popular titles and learn from them?
Marrend
Guardian of the Description Thread
21806
I'm pretty sure using/having RTP resources isn't the issue. Consider EpiQuest and it's 4,600-ish downloads. It has been a while since I've played that game, but it clearly uses RTP resources. What brought people to that game is... well, I'll be looking at it again to see what, exactly, brought people to it. Of course, what I'm aiming for and what that game was aiming for are different, but I might be able to take some lessons from it.

I'll admit that the title screen could be changed to something more appropriate, but it has a very low priority. Mostly because I'm not sure I have the skills to put what I envision there.

I'm not sure if I can "fix" the beginning of the game for action-oriented gamers (such as Fragmasters). I see no opportunity for a "big bang" opening for this game at all. While I'll agree that dropping players with little direction is never a good sign, I'm not seeing how else I can do it. Unless I present the game as something of a flash-back, where the screen turns black (or goes into graytones) at certain moments while the narrator has his or her say? That may give a bit more back-story, but I can't see how that would be more engaging to players in general.
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