Marketing plan sounds good, best of luck !
what did you guys do for Halloween ?
Thank you!
I worked on the game. It has become an obsession at this point but a pleasant one.
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On this occasion, I would like to say a big THANK YOU to the TIGSOURCE community and especially to the developers that joined my Discord room and helped me out with the Vertical slice version testing providing constructive feedback and support on my little dream project.
I must mention you all and your creations on my dev blog, that's the least I can do!
Both
cepnox and
irn - they have a wonderful thriler game project: TENDRIL, inspired by Aliens.
You may check their Devblog here:
https://forums.tigsource.com/index.php?topic=60709.0Alain got a truly unique visual style in his RPG: BattleJuice Alchemist(he also got a solid youtube channel)
You may check his dev blog here:
https://forums.tigsource.com/index.php?topic=71222.0bryku got a solid Xcom inspired game with beautiful pixel art, very polished creation: SHARDPUNK
You may check his dev blog here:
https://forums.tigsource.com/index.php?topic=65119.0Dinomaniak, who got a magical pixel art project: The Mages Club
You may check his dev blog here:
https://forums.tigsource.com/index.php?topic=70124.new;topicseen#newlogophil, who got a Mad max in space type of game with heavy TBS tactics : Relic Space.
You may check his dev blog here:
https://forums.tigsource.com/index.php?topic=71787.0THANK YOU GUYS!----------------------------------
In addition to this, I also had test help from:
- around 20 friends and people who play totally different types of games(GTA, triple AAA titles and so on)
- around 10 other developers that are not from Tigsource
- around 20 Fans from the previous instalment from the series(flesh-eaters)
- around 30 Hardcore RTS players
NOTE: All tests were private, either for people with high levels on my Discord or in private chat, I haven`t released the vertical slice demo in the wild
Now that the final vertical tests are done, I want to share some conclusion data with you.I received different types of feedback from each of these tester categories (mainly each category: developers, hardcore RTS players and AAA players/casual had similar feedback within their respective category), mainly what impressed me the most was the resource on the map suggestion conflict that I want to share:
The developers(both from Tigsource and external) 90% of them(huge amount) suggested highlighting the resources on the map. Around 90% pass half the game, and around 10% actually finished the demo.
The hardcore RTS players and the old instalment from Flesh eaters fans suggested hiding the resources even more on the map, even under the fog of war, they seem to enjoy the thrill of finding things. Around 90% finished the demo and around 10% got stuck in the middle.
The friends and triple AAA players/casual did not pass the tutorial, not even one ...
Mainly after taking into consideration, I come to the following conclusion:
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Developer category feedback: It is good to see what points you did right, for example, all positive points mentioned in most developer feedback its solid foundation pillars, it is good for ultimate confirmation that you did something right.
Also, it is good for Polish notes, for example, we had multiple selections suggested and worked good and lots of interfaces and other tweaks that can make player life better.
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friends and triple AAA/casual players(at least for my indie type of project): it is still good to have negative feedback, you don't need to change the game to try to make all happy, you just need to make sure you know your audience and don't waste marketing time on other target audience that is not for you, they will mostly buy the game and leave a negative review and/or refund. Life is cruel.
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RTS hardcore players and old fans from previous game instalment: truly perfect audience, they streamed the game on our Discord and started to compete against others for different challenges. They are the people with priority when it comes to how you design the game.
Regardless of all, I said, my personal advice is to appreciate all feedback, both negative and positive, and try to judge it from an objective point of view, then take all constructive criticism and decide what changes are worth doing but put in balance the priorities and never cut from the main target audience desires but then again, we are indie developers and one of the advantages of been an indie game developer is that we can do what the hell we want
Thank you guys !