Irresistible Johnson Resurrected

ParadiseLofts

Active Member
Game Developer
Apr 26, 2019
548
514
Hey, I hope it's okay to post this question in this forum, as I'm looking to get more feedback from the general audience than just developers on this question.

I was the creator of this thing: https://f95zone.to/threads/irresistible-johnson-v0-023-frothy-pink.82257/

I'm biased, of course, but I always liked the idea of how Irresistible Johnson would play out if finished. It takes like an hour of gameplay to get into it, but once you're there, it's very non-linear and the actions you engage in immediately affect the environment (they essentially reset in X amount of time/days). Anyway, the idea may have been okay, but I was never satisfied with the execution, and there were a considerable amount of bugs with the last release. Recently, out of boredom I started poking at it again, trimming up the intro, making the sex scenes all function the same way, beefing up the bonus sex content which was previously hard to trigger, removing the bugs and adding new content, just to flesh it out.

I intend to drop this project here once finished, no matter what, but I suppose I am also vaguely considering yet another attempt at Patreon or some method to monetize in order to pay for the art to finish this thing. I realize this is a pirate site, but I also have to believe a few of you support your favorite projects. What's your preference? Kickstarter? Patreon? What's the tipping point to financially support one? As far as pirating goes, I'm all for it if it helps spread the word around to potential supporters. I've run two patreon campaigns, just barely breaking even on both. Actually, it was Steam sales that helped the most for the first project. Anyway, I may just be bad at running these campaigns (I hope), or my content might not interest enough folks (I don't hope, but it's not the end of the world.) So yeah, if anyone on this side of the plate knows some secret tips or advice, I'm listening. Cheers!
 
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Meaning Less

Engaged Member
Sep 13, 2016
3,539
7,178
It appears you barely updated your game since the initial release? (last update is 1 month after initial release) So why would anyone support a game that isn't being worked on?

If you want to promote your game consider more constant updates, the more your game thread keeps being updated and bumped to the first page more people become aware of it and consider checking it out.

Thats the only "secret", never stop updating if you want to build supporters. It takes time and effort to build a fanbase, it doesn't happen instantly.
 

ParadiseLofts

Active Member
Game Developer
Apr 26, 2019
548
514
It appears you barely updated your game since the initial release? (last update is 1 month after initial release) So why would anyone support a game that isn't being worked on?

If you want to promote your game consider more constant updates, the more your game thread keeps being updated and bumped to the first page more people become aware of it and consider checking it out.

Thats the only "secret", never stop updating if you want to build supporters. It takes time and effort to build a fanbase, it doesn't happen instantly.
Yeah, we stopped Irresistible Johnson after just three months, but the first game I had up for 15 and updated every single month. I was poor at engaging on the Patreon site itself, though, which I'm sure impacted things, but I focused more on providing as large an update as possible, which ate loads of time. Testing and debugging every single month was daunting.
 

Meaning Less

Engaged Member
Sep 13, 2016
3,539
7,178
I was poor at engaging on the Patreon site itself, though, which I'm sure impacted things, but I focused more on providing as large an update as possible, which ate loads of time.
I don't believe there is much to learn with "what ifs" because we can't tap into alternate dimensions to prove any of it, making something that becomes popular for sure isn't easy otherwise everyone would be doing it. Even if you make the perfect game you are still going to need a lot of luck for it to become popular.

The number of variables affecting the reception of a game is just way too massive for people to believe it is just changing one thing or another to fix everything. It is never one thing.

That's why it takes time, first you need something good but then you also need time to keep working and polishing your skills until enough people take notice. It isn't supposed to be easy and if you don't enjoy the jouney maybe it isn't for you.

I can't speak about "what ifs", but I can give you feedback of my experience trying out your game:
It looked interesting when I first played some of it, I liked the art and concept, however I stumbled upon some bugs and decided to stop playing to wait for a more stable version. However I never saw the game again, so at least from my point of view the lack of updates made me forget about it. But again, that's just one thing.
 

overbycarl6

New Member
Jun 6, 2022
1
1
Please revive, but some things for updates as mentioned above:
1. Make bug fixes #1. To make your game more stable, I'd recommend you pick up a game engine that works for what you want so you can focus on art, animation, story, and less on debugging/testing.
2. You can show things you're developing on Patreon - artwork (it might not even have to go into the game), different storylines, etc. Show your patrons that you're working on it and they will be more likely to stick around.
3. You can keep updates small. If you add like 30 mins of gameplay but showcase new animations/artwork etc with each update, people will be excited for it.
 
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ParadiseLofts

Active Member
Game Developer
Apr 26, 2019
548
514
Please revive, but some things for updates as mentioned above:
1. Make bug fixes #1. To make your game more stable, I'd recommend you pick up a game engine that works for what you want so you can focus on art, animation, story, and less on debugging/testing.
2. You can show things you're developing on Patreon - artwork (it might not even have to go into the game), different storylines, etc. Show your patrons that you're working on it and they will be more likely to stick around.
3. You can keep updates small. If you add like 30 mins of gameplay but showcase new animations/artwork etc with each update, people will be excited for it.
I'm curious if you have played the latest update just released a week or so ago. Though I'm sure I haven't squashed every bug, it should be a huge improvement over what was there. It's in the main I.R. thread for download now. Considerable amount of new content as well.
 
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overby726

New Member
Nov 23, 2023
1
1
Over
I'm curious if you have played the latest update just released a week or so ago. Though I'm sure I haven't squashed every bug, it should be a huge improvement over what was there. It's in the main I.R. thread for download now. Considerable amount of new content as well.
Checking it out now! Didn't realize there was a new one. I'm excited
 
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cockgod6969

New Member
Jan 21, 2024
1
0
Hey, I hope it's okay to post this question in this forum, as I'm looking to get more feedback from the general audience than just developers on this question.

I was the creator of this thing: https://f95zone.to/threads/irresistible-johnson-v0-023-frothy-pink.82257/

I'm biased, of course, but I always liked the idea of how Irresistible Johnson would play out if finished. It takes like an hour of gameplay to get into it, but once you're there, it's very non-linear and the actions you engage in immediately affect the environment (they essentially reset in X amount of time/days). Anyway, the idea may have been okay, but I was never satisfied with the execution, and there were a considerable amount of bugs with the last release. Recently, out of boredom I started poking at it again, trimming up the intro, making the sex scenes all function the same way, beefing up the bonus sex content which was previously hard to trigger, removing the bugs and adding new content, just to flesh it out.

I intend to drop this project here once finished, no matter what, but I suppose I am also vaguely considering yet another attempt at Patreon or some method to monetize in order to pay for the art to finish this thing. I realize this is a pirate site, but I also have to believe a few of you support your favorite projects. What's your preference? Kickstarter? Patreon? What's the tipping point to financially support one? As far as pirating goes, I'm all for it if it helps spread the word around to potential supporters. I've run two patreon campaigns, just barely breaking even on both. Actually, it was Steam sales that helped the most for the first project. Anyway, I may just be bad at running these campaigns (I hope), or my content might not interest enough folks (I don't hope, but it's not the end of the world.) So yeah, if anyone on this side of the plate knows some secret tips or advice, I'm listening. Cheers!
how do i do i get the game to run on mac?