- Oct 21, 2020
- 348
- 446
Wow, just wow. That's a lot to process. I'm just hearing about this now.
This is a game I have played off and on for years. I have always thought it was a pretty good game, but I always thought it could be better.
Pixel Labs asked for it; So if you are reading this. Here is my input on that one:
Why do I think the game itself was not more successful? The biggest downfall of this game is something that I can sum up in 3 words.
"Wall Of Text"
I haven't played this one in a while, but one thing I remember about it is that at times there would be multiple updates without a single choice from one update to the next. This was both extremely frustrating and annoying as a player.
I understand that adding a bunch of choices adds to the complexity of the project, and it can increase scope creep and make it harder to finish.
At the same time. Not every choice needs to be a game changer. You can put many relatively meaningless choices without each choice becoming it's own branch and own long side story.
If the choices are not there then it becomes a wall of text. That increases the likelihood of skipping.
Once a person is in skipping mode they are no longer engaged with the story or characters. They are just looking for that next rush of excitement. That is usually a sex scene or a choice. That's when they will stop skipping, you will be lucky if they do rollback for about 5 or 10 lines and then play it out again for a little while...
Players like to have variants, and choices. Even if the choice makes no difference at all to the game other than a simple line of dialogue or a couple of renders. You want those options in there. Because at choices it makes the person do 2 things... 1) Stop 2) Think
Do you want players that stop and think or players that do not stop and think?
If they are never stopping and thinking while playing your game they are just going to speed run to the sex scenes... Which is go to preferences, and click on unseen text to enable to enable that and after choices. Then they just hit tab once, and roll through watching it in fast forwards and they aren't stopping for scenes where folks got their clothes on unless maybe something insane happens.
About other things mentioned:
Personal Stuff
As harsh as this may sound never share personal information with folks on the internet. Folks are fickle, and they are usually not here for your "Blog" or "Personal Diary". If you want you can give an explanation while walking out the door, and that's fine.
If you do "Share Personal Stuff" things that supporters want to hear is.
"I got a new computer!" or "I found a collaborator to help updates come out faster!" or "I quit my full time job to focus on development full time!" or "I hired a new proofreader".
What they don't want to hear is...
"My car broke down." or "My dog died." or "My mom is sick and dying in the hospital, and I gotta take care of her." or "I lost my job. I'm out looking for another one." or "The wife is pregnant, and I'm gonna take a month off to spend time with the baby." or "I have been going through depression and..." or "The doctor told me I got cancer, and I'm going in for this operation..." or "My house burned down, and everybody died..."
That's a Gofundme donation for sure, but that won't get you shit on Patreon!
The same folks that will virtue signal or even simp for you in these forums and be like, "Oh, that's too bad. I hope things get better blah blah blah..." Those are the same ones that never supported you or stop supporting you.
Monthly Updates
They are not needed. Patreon loses a chunk of subs at the end of the month every time. A lot of very successful developers update far less frequently. Yes, frequent updates will give you a subscriber boost. However, if you look at the top 100 adult game developers on graphtron. I can't find a single one that releases monthly. A 3 to 6 month release schedule is ideal. Some developers even take a year or more to release. What you do not want players to do is download your game... Have 5 minutes of new content, then throw it in the bin. They want to sit there for at least 30 minutes of content.
In any creative endeavor you will always be in a battle between Quality vs Quantity vs Quickness. The 3 Qs... Sometimes it is good to let go of some "Quickness" to improve quality or increase quantity.
People don't skip a "Being a Dik" update... Because they know a Dik update is going to have many choices, and scenes, and lots of sex. They will skip your updates though because "Click click click click click... (No choices?) click click click click... (Jeeze... No sex this update?)" I never played your game every update... No no no. I played it like once every 3-4 updates. Because that is how long it took for their to be some amount of quantity for me to have some interest.
Moving Forwards
The best way for you to continue in my opinion is as follows.
"Take a little break now if you need one." Reflect on things, and figure out what you want to do.
"Wrap up intoxicating Flavor" give it one or two or even three more updates to complete the game. You don't need a million endings. You just need some closure, and stamp a "Completed" tag on it.
Do not "Start over as a nobody." You haven't ruined your reputation. You are pausing support and have not built a milker reputation and you have a decent amount of paused support. So, it's best to keep your brand going. Starting fresh would be harder.
"Start a new project that is steam friendly." They thought the one girl looks underage? That poisoned the well for you? Okay... Create a new project that conforms to their standards.
"Stop Sharing Personal Stuff" Yea... It's not helping you it and it never helps on Patreon. That only helps on gofundme.
Anyways, Good luck in whatever you choose to do.
100% Agree
You don't bring your personal life into your job. You talk to your boss about it, but when you are the boss never talk to your clients/customers.
I find developers that who space out their updates to push more content, locking down quality have the most success.
The ones who try to rush pushing an update every month, with typos that will only build their experience with the programming, and rendering. You won't burn out, be more productive at a 3-6 month time frame, and even shoot for once a year update. Map out the steps you wanna take for your game development, so you have it set in stone. The most successful VNSs are run as a business, they will outsource work eventually, and take on extra help when they can. In the time being work with what you have coming up with a game plan. Keep at it, Like seaoflove said Good luck