UBON'S PROFILE
ubon
66
sleep don't pacify us until
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past
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How do you generally market your game?
I've been curious about this as pertains to commercial games, too; I've never been very strong on self-promotion, so I don't really know if people tend to just let news outlets stumble onto their projects or if sending out little introductory emails to potentially-interested journalists is the norm.
in general, though, I've heard it said that self-promotion isn't anything to be ashamed of, especially if you're an indie or freelancer. being active and charismatic on social media is a nice rule of thumb, but posting directly about your game is also something people sometimes seem a little too embarrassed about. seeing it secondhand, though, it's never come off as shameless or obtrusive to me -- and if the project is the reason I'm following them in the first place, then updates on what they're working on or releasing is a definite plus.
in general, though, I've heard it said that self-promotion isn't anything to be ashamed of, especially if you're an indie or freelancer. being active and charismatic on social media is a nice rule of thumb, but posting directly about your game is also something people sometimes seem a little too embarrassed about. seeing it secondhand, though, it's never come off as shameless or obtrusive to me -- and if the project is the reason I'm following them in the first place, then updates on what they're working on or releasing is a definite plus.
Xenoblade Chronicles X
I've been kind of up and down about this game leading up to its release. the aesthetic and the setting seemed stylish, but the Japanese release had some tacked-on anime fetish stuff that felt weird and incongruous. it seemed like they were putting forth an effort to fix that for the english localization, but on the other hand it apparently still does the thing where armour suddenly gains a boob window when a female character puts it on.
a lot of what I'm hearing post-release is that same flavour of 'ugh, of course they would', honestly. the story is apparently fairly dull and unskippable, and the gameplay sounds a lot like the same single-player MMO style that didn't really grab me back in the first Xenoblade. I still might check it out one day or another, but my excitement for it cooled pretty much the instant that people started playing it and reporting back.
a lot of what I'm hearing post-release is that same flavour of 'ugh, of course they would', honestly. the story is apparently fairly dull and unskippable, and the gameplay sounds a lot like the same single-player MMO style that didn't really grab me back in the first Xenoblade. I still might check it out one day or another, but my excitement for it cooled pretty much the instant that people started playing it and reporting back.
Kentona did it. Kentona did the Kentona.
Makerscore
it reminds me a lot of the old bitbuckets I used to drop music in, with the obvious difference that it's all collected in one place so I don't have to remember URLs.
and, uh, also the difference that the Locker probably won't disappear when the owner invariably stops paying for the server space or some fun-hater loads the upload page with malware
and, uh, also the difference that the Locker probably won't disappear when the owner invariably stops paying for the server space or some fun-hater loads the upload page with malware
What are you thinking about right now?
I'm curious what they're gonna do for Aku's voice actor -- Mako Iwamatsu was amazing, and his work casts a hell of a (great, flaming) shadow. they've got the budget and the connections to get whoever they want for the role, probably, but I can't decide whether I'd prefer for that actor to stick close to Iwamatsu's performances or to take things in their own direction
;~; i'm sorry i've been a bit salty these days i love all of you
Lions don't hibernate
I mean, if Luchino would prefer not to get into specifics then speculating on things doesn't seem super useful. and choosing not to let negativity, or a bad atmosphere, or bad people get to you is way more difficult than it sounds -- even impossible, maybe! I've never been much good at it, at least.
it's a shame to see you go, but I hope that taking a break (permanent or otherwise) is good for your mindset and makes good things happen in your life. whatever you do from here on out, good luck!
it's a shame to see you go, but I hope that taking a break (permanent or otherwise) is good for your mindset and makes good things happen in your life. whatever you do from here on out, good luck!
I wonder what people on this site think of me.
What are you thinking about right now?
super mario 64, when you look at it through fresh eyes, is basically a tech demo for the n64 in the same niche as pilotwings 64. it's honestly pretty interesting to look at it under those standards, because most of the mechanics and level design are very 'hey, check it out, three-dimensional space!'
it's definitely sparse, though. I think the big thing that's kept it pretty well-remembered is that despite the tiny stages and sometimes fairly barebone objectives, running and jumping just feels really natural and fun
it's definitely sparse, though. I think the big thing that's kept it pretty well-remembered is that despite the tiny stages and sometimes fairly barebone objectives, running and jumping just feels really natural and fun













