On 7/15/2019 at 7:47 AM, Magogan said:I know that my system could be easier but you cannot expect that much from a game that is in development. And it's literally the third tutorial message that tells you to equip your weapon. Do you expect me to add a video for every sentence of tutorial so you know what to do without having to read?
I could make it so using the weapon automatically equips it, apart from that I have no idea what you expect.
Here's the problem - you're expecting to have the game sales pay for developing compelling features, when in reality it is compelling features that drive the sales. And if you're getting frustrated at the people who are willing to dive in at this stage, you're going to be very disappointed when you see how the general public react.
What I'd suggest (and I'm retreading what others have said, but just wanted to reiterate):
- Fix your tutorials. Ideally test them on a few new people and see how it goes. You can't complain at players for only playing for 10 minutes. You need to make it worth their time.
- Improve your website - it looks a bit outdated and gives the impression that the game is more amateurish than it really is. At a minimum I'd suggest switching from a non-default font, and putting an eye-catching image front and centre on the landing page. Your Buy Now link is also not that prominent, and once clicked I then have to scroll down 2 pages on the next page to find any sort of button to click. You need to streamline this flow. Ideally you'd also get a native English speaker to go over your text and improve it as well. (Your English is much better than my German, but promotional text needs to be great.)
- Decide what extra 'polish' you need and work on it. Nobody buys an ugly game on the assumption it will become beautiful later. This goes for features as much as visuals.
- Effective marketing costs money. Without money you're relying on lucky marketing, and that's not wise. News sites aren't going to be interested unless you have a unique hook to talk about. Streamers want to know that the game will be fun and interesting for their viewers (and not be told "you cannot expect that much from a game that is in development") Top-end streamers aren't going to touch your game without being paid anyway. Really you want to be improving your promotional materials, then spending a bit on targeted advertising, and maybe thinking about finding an indie games PR company that can do something within your budget. If you insist on doing it all for free then you just have to put in the legwork - search for streamers and influencers, and go through one by one until you find the ones that are likely to play your game, and hope for the best.
- Ditch the idea of launching in 2 weeks. You're not ready, and you only get one launch. Decide on a plan for all the things you think you need to do to be competitive PLUS any extra marketing, schedule that, and launch at the end.