Devlog Update #228 - 06/29/2015
Indy Pop Con 2015 Post-MortemI showed
RELATIVITY at Indy Pop Con this past weekend. You might remember, I actually
showed there last year as well.
Last year, I kept track of how many people played, and how long everyone body played for. I've stopped collecting that data now though, as it was mainly to see how long the game keeps people engaged compared to previous versions. Now, I see a significant number of people complete the demo, which is the first level, regularly.
This year, the con was much bigger. I think this was largely in part because they had several high-profiler YouTubers attending.
Indy Pop Con was three days, like last year.
This was the schedule for the show:
Friday, June 261:00pm – Opening Ceremony, Main Stage
1:30pm – Show Floor Opens for VIP
2:00pm – Show Floor Opens
8:00pm – Show Floor Closes, After Hours Activities Begin
12:00am – Show Closes
Saturday, June 279:30am – Show Floor Opens for VIP
10:00am – Show Floor Opens
6:00pm – Show Floor Closes, After Hours Activities Begin
12:00am – Show Closes
Sunday, June 289:30am – Show Floor Opens for VIP
10:00am – Show Floor Opens
5:00pm – Show Closes
SetupLast year I had a table. This year, I moved up to a booth. Similar to several past events,
Alienware was kind enough to lend me a few units to use to demo the game.
The con was much larger and busier this year. I remember last year on Friday, people didn't start to come by and play the game until 2 hours in.
This year, there were people pretty much right away when the con opened.
What was really cool, was that there were several people who were already familiar with the game. A lot of people would tell me they had seen the game somewhere, but couldn't remember where.
I think this is a good sign, because it means that the game is getting out there in a lot of places.
There were also several people who had played the game last time I showed at Pop Con, and commented on how much the game has improved since.
Here's a comparison of the 2 versions, about 1 year apart:
Design FeedbackIt seems that every time I show the game at an event, I get one tid bit about how to change the layout of the opening level to make it even more accessible to players.
This year at Indy Pop Con was no exception. It has always been difficult for players to find the entrances to the various puzzle areas once they get outside. During a conversation with a playtester this year, I finally figured out what the issue is.
I'll go into more detail on this subject during a livestream (which will be recorded and posted on YouTube) sometime later, but for now, it's basically that I need to switch the entrance and exit areas.
Reboot Indie Game AwardsRELATIVITY was one of three finalists, alongside Battle Chef Brigade and Crashland!
The award ceremony was the last even on Sunday, at 4 PM.
Here's the show as it was getting started:
Small, but dedicated audience!
Each team got on stage to present for 5 minutes.
Here's me presenting (photo by
Ross Herseman)
In the end,
RELATIVITY got second place, and I got this skateboard!
Congrats again to Butterscotch Shenanigans on being a fellow finalist and to Trinket Studio for winning the Reboot Award!
(Photo by
Living the Nerd Life)
Thank you again to Indy Pop Con, the judges, all the other game studios that were showing, and all the people who have played and supported the game so far! Thank you!