So some of you might have known about our game, Tobe's Vertical Adventure on the XBLIG.
If you have not, here's the link to our website
http://tobesadventure.squarespace.com/I actually spent quite a bit of time and money to get attention for the game, so I really want to hear what you guys think about the effort so far. The game has only been released for 7 days, so perhaps if there's something I am not doing right, I should do so now. Anyway, here goes...
A little background of myself and the game...I was previously running a small design studio with a couple of partners, but I quit my share in mid 2008 and went on to develop indie games. I was the Art Director, and have worked on multimedia stuff like website, and advertising games.
I learn game design from scratch, and have zero programming knowledge till today. I hires freelance programmers, and Tobe's Vertical Adventure is my 2nd game.
About the game...Though I know XBLIG user base is impossible to support the sales, but I was hoping to get enough attention with a solid title, and hopefully get some reputation for future games.
To me, this is the main reason, and less of the sales.I choose to make a platformer because it's easier on the programmers, and I can focus more on the artwork, game and level design. I believe we have an interesting title now, though the final product also has problem with crashing, bugs, and most importantly, the lack of thumbstick support.
I quickly announce that a patch will be released with thumbstick and minor bug fix, but it's hard to do everything because the programmers have move on to serve his national service and is only available on weekend. On top of that, I have to pay him for the work, when the sales barely cover anything.
The website...I added some elements in the game that I thought were interesting, like having unlockables password that allows you to download soundtrack and gallery from the website. I also update the site at least once a week with interesting retro findings, random artwork, downloads, etc. I wanted people to visit the website, and have some interaction with them.
The reaction wasn't too good right from the start. We had about 60 unique viewers, and it soon drop to nothing. Then the game got release, and we have an average of 50 viewers a day. I haven't send our game for review on Tigsource or Indiegames as our game doesn't support thumbstick at the moment. I thought I'd send it when the controls are fixed, but I am not sure if it will make significant different at the moment.
The reaction so far...Though many has complained the lack of thumbstick support, crash, and minor gameplay issue, most of them notice the effort, and felt it's a shame that the game had these issue. Some did not encounter such issue at all, and were very used to the dpad. They enjoyed the game and actually played for hours the first time.
Still, the game only got a 3 star rating, which is pretty average on XBLIG, and plus the fact there is so much massage games in the competition, its kind of disappointing. I wonder if the reaction would have been better if not for the lack of thumbstick though.
The future plans...So we're gonna release patch to include a thumbstick support soon, and a bit more probably in February. Hopefully making another playable character by then to keep the interest alive.
On top of that, I was hoping to create some simple freebies for fans and reviewers. I've already printed some pins, and designed an instruction booklet which will be available for download soon. I'm also thinking of spending some money to print some hard copies, and send it to reviewers, friends, etc.
What do you think?Does the website interest you to return in a few more days? Do you think all the money spent on the marketing is a waste? Is there anything you like about it?
Whatever the comments, I like to hear it, and hopefully increase the interest even by a little