STARSKIPP'S PROFILE

"Vell, Zaphod's just zis guy, you know?"
~Gag Halfrunt~
Cover Your Eyes
Chloe and her two children will embark on an journey to find her missing husband before the whole town descends into hell.

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CYE What went right and what went terribly wrong retrospective.

@Sgt M & Darken. Thank you both for the words of encouragement. You can only read too many case studies and online tutorials in how to prepare but going through
the process yourself is totally different and the only real way to gain experience :)

author=Sgt M
Brave Hero Yuushaended up being a bit of a flop and it got to the point where they were only ever selling if I put them on sale for like fifty cents. My numbers have only been dropping ever since.


Aw I think it might of reached that stage now. Was super pumped for the Halloween sale and was thinking "Yes my game is horror, could get word of mouth going" so I did a 50% discount and sold two units D:

I have noticed my sales do better when it dosn't coincide with Steam holiday sales, wasn't too disheartened but made me thoughtful enough to post this blog. I have a price cut under review at the moment, so will see how that fares before hitting the 90% button.

author=Darken
Just out of curiosity how many wishlists did you launch with?


Roughly the 600 mark. Did read somewhere that it must be at least 1000 to appear on the front page at launch, maybe steams algorithm didn't pick it up as much.

At the moment my wishlist counter stands at 1350. with 100 units sold (majority through sales) and 7 returns. 27 units were wishlist conversions, all the rest were from people passing by.

What I could never figure out was why the wishlist conversion rate is currently sitting under 1%. And what are the contributing factors behind it?

It's fascinating what the psychology behind potential consumers plays into purchasing behavior vs wishlisting
and how it all comes together. Pretty sure I'm not alone in trying to figure it out XD

CYE What went right and what went terribly wrong retrospective.

Thank you Cal. Might of been abit hard on myself here or there.

I think there should be at least two people for a commerical indie game. One deals with gamedev whilst the other handles community building/marketing.

Would definitly not reccomend to quit your day job and work full time on your game like some people on twitter or reddit attempt to do. I tried that for a year and ended up being miserable and unproductive, meanwhile I found having at least a part time job made one more productive with their time. Even if it was 8 hours work and 3 hours plus gamedev everyday D:

The gameplay/story loop had an sparse tempo e,g investigate the hotel for 15 minutes with no dialogue and then cutscene on completion. The worst offender was probably "find entry to hospital, get key item from hospital, escape through the sewers" all with little dialogue. The start and endgame is story heavy but midgame is inconsistent.

Think that's why I feel like CYE has an identity crisis, part of it wants to be story driven whilst the other wants to reach the next set piece.

I am finding it fun/theaputic to write about though XD

Edit: Just spotted your message LBR, My main takeaway is to not work myself into a bubble and get outside help. Going to try and take a more chilled approach from now on and not place too much pressure on myself.

30% off this Christmas and looking for a review :)

Aww I made that footage like a year ago. Didn't expect it to come in handy for the winter sale! Might have to make summer/Halloween themed ones at some point. I've watched your streams and I am a bit concerned about your health gauge at the moment :o

You're always welcome to leave a review Cash :)

Cover Your Eyes - Available now! :D

Thank you my friend and thank you for testing!:D

Looking for testers.

Aww you've arrived too late :(

Trailer and steam page. Took me six years! D:

Thank you Gibmaker :D

Hopefully I won't have to write something like this again in the next three years >.<

Announcement for a announcement.

Awww noooo. December the 1st is where I put up the steam page, trailer and ETA of the game. I'll try to give it a shot on finishing the game by then. However realistically speaking, don't expect it to come along till the middle of 2020. Oh gosh 7 years :<

But yeah I've had to make some sacrifices along the way. Example one, the original version had 150 houses explorable outside of the main story segments but now it's roughly around 30. Example two was excising the additional bloat with the game mechanics... The frame rate for rpgmaker wasn't built for destructible doors/environmental objects. It's more linear and less open than before but it's more focused for the better.

However I'm glad it's been in development hell for this long... in a way. Learnt so many lessons along the way and I'm also now in a stage of my life where I feel happy.

Thanks CashmereCat for the support <3

author=CashmereCat
StarSkipp is back, people! And the game will be dropping. Woo!

Thoughts on Game Endings

Besides Mass effect 3's pick a jelly bean ending, I felt everything leading up to the conclusion served as an effective ending. The choices we made throughout the series gave us different outcomes on the genophage along with the eventual fate of the Quarian and Geth conflict. Plus every one of our squad mates had a fitting send off in some form or another.

Not sure why but in every playthrough, I kept shooting Mordin for some reason or another D:

Thoughts on Game Endings

One alternative idea is to have one definite ending but unlockable (Non Canon) post credit scenes. For example, game ends with hero saving the world but post credit scene A reveals that it was all just a dream. However if the player unlocks Post credit scene B, it turns out everything took place inside a overgrown petri dish.

Not the best examples out there but the idea itself would maintain the integrity of the one true ending but would give you some experimental creative leeway and avert the potential nightmare of writing multiple satisfying conclusions.

Update: Version 0.06.05