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Where do we go from here?
Thank you all for the support! Believe me, it menas a lot that people are still following these projects of mine.
I definitely do not disagree with you here, as there is such a massive range of time that a game could possibly "take off". Four months seems like an eternity in a market where games often average a week or two of relevance at best before fading into obscurity, but then you also have games like OFF that sat around completely unknown for five years before the right people picked up on it. It's really anyone's guess as to when a game is going to hit that sweet spot, if it find it at all.
I feel like once you've tasted success once, you'll want to experience it again. Something I definitely miss from my very early days of making games is "just doing it" and not caring as much about the likes or the retweets or the download numbers. There's a certain satisfaction in just making something for yourself and if at least one person played it you know you must've did something right.
After Soma, I think I started to forget what that was like. Getting the Misaos and all the recognition made me want to see more of it. So I kept going, hoping to see it again.
And then making games just... stopped being fun. It started feeling like work and -only- work. I wasn't really growing or evolving with it, and I promised myself a long time ago that if it ever stopped being fun, I wouldn't do it at all.
I want making games to be enjoyable again, because I don't feel like I want to stop doing this completely. A pastime that doesn't necessarily have to land me a job or be a marketable skill.
Putting a price on my work never gets any easier, and it's not something I do without an internal battle. Heck, Yuusha EX ended up being $4.99 USD after I told people my original proposed price and they all yelled at me for massively underselling myself, haha. The desire to just have people enjoy what I make far outweighs my ability to say "Yes, I can confidently say my work is worth X amount of dollars" which is why I'll never be a freelancer of any sort.
I will say this particular aspect is an ongoing thing.
author=Red_Nova
I just want to note that "Never" is a veeeery lengthy period of time to judge a game's niche success when it's only been out for roughly 4 months.
I definitely do not disagree with you here, as there is such a massive range of time that a game could possibly "take off". Four months seems like an eternity in a market where games often average a week or two of relevance at best before fading into obscurity, but then you also have games like OFF that sat around completely unknown for five years before the right people picked up on it. It's really anyone's guess as to when a game is going to hit that sweet spot, if it find it at all.
author=unity
Ultimately, Red's right about not tying your well-being to something mostly out of your control, but it's kinda hard as creators to not get invested in what we make and want it to do well and get recognized.
I feel like once you've tasted success once, you'll want to experience it again. Something I definitely miss from my very early days of making games is "just doing it" and not caring as much about the likes or the retweets or the download numbers. There's a certain satisfaction in just making something for yourself and if at least one person played it you know you must've did something right.
After Soma, I think I started to forget what that was like. Getting the Misaos and all the recognition made me want to see more of it. So I kept going, hoping to see it again.
And then making games just... stopped being fun. It started feeling like work and -only- work. I wasn't really growing or evolving with it, and I promised myself a long time ago that if it ever stopped being fun, I wouldn't do it at all.
I want making games to be enjoyable again, because I don't feel like I want to stop doing this completely. A pastime that doesn't necessarily have to land me a job or be a marketable skill.
author=zDS
Either way, I look forward to Crescent Prism. I believe you do deserve cash for the effort, but I get the reluctance to do commercial.
Putting a price on my work never gets any easier, and it's not something I do without an internal battle. Heck, Yuusha EX ended up being $4.99 USD after I told people my original proposed price and they all yelled at me for massively underselling myself, haha. The desire to just have people enjoy what I make far outweighs my ability to say "Yes, I can confidently say my work is worth X amount of dollars" which is why I'll never be a freelancer of any sort.
I will say this particular aspect is an ongoing thing.
Game_20190510_211101.png
[RMVX ACE] Registering for Older Computers
I don't want to pry into your financial/general life situation but are you absolutely stuck using this computer? I can't imagine Ace is going to run terribly well on a nearly two decade old operating system even if you can get your copy verified.
I would say try installing Steam and activating the product there but goodness knows if Steam can run on XP anymore, either.
I would say try installing Steam and activating the product there but goodness knows if Steam can run on XP anymore, either.
Release
Reading about the Mary Sue in literature has made me super paranoid about the characters I write.
My next protagonist will not only have super saiyan powers and a full team of Level 100 Pokemon but he's also a jerk to everyone and no one criticizes him or his shadow katana.














