YESIs it worth continuing my play though of v0.80 or should I update?
Yeah, thats what that error says.i can't continue my save data?
The clock in the livingroom.How do you view the scenes I forgot
None will pay 50$ for this type of game , they sell best at 10-15$I really suggest to people who constantly accuse them of milking their patreons or inflating the size of the game to look big to take a look at their last website post:You must be registered to see the links
I would never pay 50$ for a h-game myself, but we're not talking about buying a game, we're talking about making the game's existance possible. I'm against patreon, don't like this kind of payment, but i like the people behind this project. So i'm likely paying them a beer every month, and yeah, those are people i would gladly spend a day with as friends.None will pay 50$ for this type of game , they sell best at 10-15$
I think the shark in this case would say:
If you can work for 1.5y on a game and sell it for 15$, it is stupid to spend 6y on it and sell it for 20$.
While i love FI and i know patron support allowed it to become this big, i also believe that it is better to make smaller games that they can sell normally and not rely on patron support as much.
You grossly misinterpreted the analogy, in more ways than one even. It's not about selling it for 50$, the whole metaphor meant that it's hard to advertise how good the product is because it's unbelievably good. They also have already announced it will sell for 20$. You're also wrong about the average sales prices.None will pay 50$ for this type of game , they sell best at 10-15$
I think the shark in this case would say:
If you can work for 1.5y on a game and sell it for 15$, it is stupid to spend 6y on it and sell it for 20$.
While i love FI and i know patron support allowed it to become this big, i also believe that it is better to make smaller games that they can sell normally and not rely on patron support as much.
@"milking"
Patreon system is bad there are no incentives to finish projects, hell it is risky to finish them as your next one may not be as popular. So there is a lot of milking on patron and so it is reasonable that there are people don't want to engage in this. They want to pay once for finished product. If you don't follow the project and only look for when it is gonna be finished it sure will look like milking.
BTW. I feel like these days everyone and their mother wants to have Patreon.
Case and point, and that's why they made that post. Thanks for representing the misinformed who talk without having any knowledge about the subject.If you don't follow the project and only look for when it is gonna be finished it sure will look like milking.
it was simply different analogy and it was not about representing misinformed but explaining why they exist, why 6y of development is not a good thing. Honestly hats off to anyone that supported them continuously for 6 years, that is such a long time to wait, you can easily go from being single to having wife and kids, and no time/interest in such games.You grossly misinterpreted the analogy, in more ways than one even. It's not about selling it for 50$, the whole metaphor meant that it's hard to advertise how good the product is because it's unbelievably good.
Thanks for representing the misinformed who talk without having any knowledge about the subject.
I just used what appears to be average price they are sold at.You're also wrong about the average sales prices.
Steam money is vastly more than whatever you can get on Patreon unless you're one of those top Patreons like NLT, Summertime, ICSTOR and others. In fact, most people that sell on Steam end up closing their Patreon because it's not worth having to deal with the players that represent something like 3-5% of your yearly profit.
Publishers showed Starke Steam numbers and he said that to me a long time ago. I didn't see the actual numbers but I take his word for it. That's on people that make an average of 5k or below of course and if they release a game every 1~1.5 years. Not if you have a big milking cow like Icstor or Summertime Saga.it was simply different analogy and it was not about representing misinformed but explaining why they exist, why 6y of development is not a good thing. Honestly hats off to anyone that supported them continuously for 6 years, that is such a long time to wait, you can easily go from being single to having wife and kids, and no time/interest in such games.
I just used what appears to be average price they are sold at.
Do you have any basis for saying that steam is more money then patreon ? I especially would like to know about devs that abandoned patreon in favor of releasing on steam.
From my quick research non affiliated/ small devs seem to be selling 1-2k copies while the bigger names get like 10k sales.
10k x 10$ (steam fee , taxes) they look at 100k , that is 20 months @ 5k - a lot of projects got such level of support.
Even if they are making only 2k/month and are able to release game every year i can't see how is that 3-5% of yearly profit.
Oh that is no good here is why. If we look at Kagura released games something like Dark Hero Party sold 5-10k, Apostle 15-20k and then you have summer memories that sold 100-150k for whatever reason.Publishers showed Starke Steam numbers and he said that to me a long time ago. I didn't see the actual numbers but I take his word for it. That's on people that make an average of 5k or below of course and if they release a game every 1~1.5 years. Not if you have a big milking cow like Icstor or Summertime Saga.
Do you have any dev names that closed patreon after releasing on steam ? That is surely public info that we can find in databases.In fact, most people that sell on Steam end up closing their Patreon
You touch on an important subject. While I don't necessarily share the opinion that having a Patreon is inherently bad. I myself know quite a lot of content creators who don't get lazy with the easy money; I do agree though that this is a rampant issue on the western adult gaming scene.Patreon system is bad there are no incentives to finish projects, hell it is risky to finish them as your next one may not be as popular.
Because art wise it's a lot harder and much more time consuming to build a Fleeting Iris than a repetitive Metroidvania. You're sugar picking the good out of one and the bad out of the other so let's look at this factually.Just to put things in perspective, even if I greatly lowballed the figure to a constant rate of $1000, that would mean that in 6 years they had a budget twice the size that of what Hollow Knight asked in their Kickstarter(AU$35,000), a massive hand-drawn game made by just 2 people(well, 3, technically) that set the bar higher for the Metroidvania genre and that it took no more than 2 years to get made.
3 besti scenes on discord for the next patch - they won't hit twitter unfortunately for "reasons".Any cg spoils?
Right, "reasons".3 besti scenes on discord for the next patch - they won't hit twitter unfortunately for "reasons".
Regarding summertime saga:View attachment 1105196
You guys really went nuts with those comparisons this time.
Fundamentally if game dev is doing slow but regular updates and has been doing like this from the start i can't blame them. (that is within current patreon model that is shit as i have explained previously). Being a Dik is such a game for me, the dev support skyrocketed over the project duration but he is doing slow updates as he was doing. While i would love that he would speed things up, he never promised faster updates and so it is not right to accuse him of milking when it his success is just result of him doing good job. Naturally being able to find the market, advertise and provide incentives for people to support is part of the business.
Unfortunately i never followed Summertime Saga so i don't know how the project started, if the slow updates were from the start or they became a thing ones the project became popular. But their goals capped at $30k that they achieved in 2018. I know the updates been slow for last two years yet they kept growing despite that - privilege of being in the top? Also we gotta remember that the game is free so it may make people more willing to support. But forget about comparing to the top 10(?) projects they just don't play by the same rules.
Subverse - "throw 2 mil at ... and see what they come up with" that is basically what has happened for FOW. They never did game before and just like you are fan of HS they had their fans that believed in them. Just one more day and we will see what they came up with. (BTW. Anyone can start KS campaign but not anyone would catch 2 mil with one)
Hallow Knight - different game in all regards. Just because it is good game for small funding does not invalidate other games.