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Havenbrook

16
Posts
3
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A member registered Aug 15, 2019

Creator of

Recent community posts

(1 edit)

1) No screenshots. It gives the impression you don't really care and if you don't - why should I? Doesn't take too much effort to add a few screenshots to your game page. You're trying to make me want to play your game. I want to see what it looks like before I play.

2) Poor English. You should consider asking for help on the forum  and get someone to translate for you (or at least clean up the grammar/spelling). 

3) It's not particularly interesting (to me). This is somewhat subjective but I got bored after about 15 minutes. I do like some of the mechanics like rolling the dice, the transitions between the board and when you're in a fight etc. 

4) "But I promise that around  next year I will release full version."

so... you're not going to work on this one?  at all? The game you just uploaded that has literally one level? I get the impression you're not that invested in your game and, again, if you don't care - why should I? There's a pretty low barrier to entry when it comes to publishing a game and you are competing against every other developer. This means that you need to find a way to capture people's attention  (screenshots, updates, etc).

Here's a better translation of your game page if you want to use it.

The remake of Quest of magic : Millenus's  greed.

This is based on a story from a paper game I played as a child.
Because it's a demo there is only 1 playable  floor with unique skill cards, rare treasures to collect and basic battle mechanics.
I plan on releasing a full version next year after I put together a team to develop the game.
My goal is to make this game for Android  and sell it for $1-$2.

If you like my game and want to support my work please consider donating $1.

I read what you wrote. The problem is you came across like you were demanding their email and if they didn't provide it they would not be allowed to play the game.

"Then don't try it and don't provide it, is that simple. I mean, is not as if your email wasn't available already to itch.io, you already made that commitment, you got a user after all, for free"

 If you're not asking for it to be mandatory then I don't think it's as much of an issue. It's just debatable as to if it's a needed feature (I assume the devs left it out for a reason... or maybe it was an oversight).

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Here's a few tips since you're using Unity.

1) Use Linear color space and not Gamma.
Edit > Project Settings > Player > set "Color Space" to "Linear" (it's Gamma by default)
https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html

2) Use deferred rendering when possible for scene cameras.
Select the Camera  > Rendering Path > Deferred 
https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html

3) Checkout occlusion culling if you don't know what it is
https://docs.unity3d.com/Manual/OcclusionCulling.html

4) Batch draw calls
https://docs.unity3d.com/Manual/DrawCallBatching.html

5) General optimisation tips for graphics
https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html

Simple but addicting. I like the unique mechanic and how you've used it in the game. Also, the difficulty increase felt good and it's cool that you changed up the level objectives (boxes, buttons, keys, etc).

I think this could be something that, if made longer with more puzzle variety etc, you could make it a paid product.

(3 edits)

I wasn't really sure what to expect playing this but I was pleasantly surprised. It's simple but addicting due to the mechanics and increasing difficulty as you move to the next level.

I really like how you've used the switching mechanic and how you need to use it in different ways like in combination with box platforms you need to move around (or the coloured keys you search for). The art style is nice too and so is the background music. 

The jump you have to make here too me a few attempts and that was a little frustrating having to go all the way back around... but maybe that was me? it felt like there was a slight delay between jumping back into the paper so I missed it but I could also just have terrible co-ordination.


(2 edits)

I understand why you would want such a feature but I don't think it would work. Neither as an additional way to improve sales or simply engage users who downloaded a free product.

1) I download a lot of free stuff just to play something random, other times it's to provide feedback, and sometimes I might actually be interested in playing the game for a long period of time. I don't particularly want to be spammed with emails from every single free game I happen to have in my library. You might try to argue "but I will only send quality emails" but the issue is it's open to abuse. Just because I downloaded your (free) game it does not mean I'm actually interested in updates, progress, or anything else really. If I paid for you game it's different - I only want email updates about a product where I spent actual money to buy it. At no point do you mention the ability for me to "opt-out".  In fact, further on you suggest that if I don't provide my email then I shouldn't get to play your "free" game.

2) "What do you mean by email can be faked? That doesn't make sense" Yes it does. Email addresses can be faked for the most part. It's been a common thing for a long time.  For example the place where  I work uses SendGrid. Do you know what you can do with SendGrid? You can specify a custom "from" address for testing. I can send you an email from cia@us.gov or from yourbestfriendsemailaddress@gmail.com . It's only when you look further into the email sender that it shows as a "fake" email address and a lot of people are unaware of how to check it. 

3) "if you don't have an email, then there is nothing to be collected then...my point is not to enforce anyone to provide anything, I really don't know your guys' point. Are you really getting the context of what I'm asking? Because it seems that you are throwing points that makes no sense for the sake of what I'm asking in this post."

Yes, people understand the context of what you are asking. At no point do you mention the ability to opt-out. So if I am signed into a free account and download your free game you are asking itch to force me to provide you with my email address by proxy of download. By downloading your free game you get my email address. This is a much lower barrier to entry than most people will accept.

4) "Then don't try it and don't provide it, is that simple. I mean, is not as if your email wasn't available already to itch.io, you already made that commitment, you got a user after all, for free, look how funny."

This is insidious and should not be how you reply to a potential player. "Don't want to give me your email? pfft. Fine! Don't play my game then!" It's one thing to suggest their email address can be collected, it's another thing to give an ultimatum - oh you're logged into an account and want to try my free game? give me your email address or you can't download it. 

5) "For instance, if I make a free demo, to test if people are interested in the game and decide to keep developing the project, there is currently no way I can reach out these people that were interested in the game, there isn't a way to update them about the game, to tell them there is a new devlog showing some aspects of the game, in other words there is no way to build a relationship."

The key point you seem to miss is just because I downloaded you free game it doesn't mean I'm interested in future updates, your devlogs, or what you plan on eating tonight. The player has the agency to decide what to do. If I am interested in your game I will follow you, got Twitter? I'll probably follow you there too so I can get updates about your game.  People who want to engage because they like your game will find a way to engage with you either via social media or something like discord.

Whilst I disagree with OP about this being a necessary feature it doesn't mean it's a totally bad idea. There are some use-cases where it could be useful. However, if this was added than there would have to be the option to opt-out. Yet, from what you said earlier it appears your attitude towards people who don't want to provide their email is "fine don't play my game then!". 

Your position does not appear to be for the benefit of the player, but a way for you to increase your following in an inorganic way.

You're being a bit of a hypocrite. First you say you don't want to force people to give you their email.

"if you don't have an email, then there is nothing to be collected then...my point is not to enforce anyone to provide anything,"

but then you turn around and say that if you don't want to provide an email address... don't download the game.

"Then don't try it and don't provide it, is that simple. I mean, is not as if your email wasn't available already to itch.io, you already made that commitment, you got a user after all, for free"

Why are you insisting that people have to give their email address or "don't try it".

"I think that if I am providing something for free, in monetary sense, I should definitely get something in exchange."

No... you're entitled to nothing. How is it free if you demand something in return?

You're not being flexible at all. It might be different if you said "I would like to be able to email people who downloaded my game for free, but they should be given a choice to provide that email when downloading"

This game would like to collect your email address for blah blah blah
[    ] allow this developer to email you
[ x ] do not allow this developer to email you

Happy I could help.

I was using a mid-range laptop when I played but that seems like a weird reason for the graphics thing you mentioned. I don't build to web player so not familiar with the setup.

What do you mean  "it depends on the pc's GPU". afaik Unity doesn't have some kind of option to set the graphics based on the machine spec and it's left to the developer (or it defaults to the "default" graphics level in the preference settings). is the web player different?

are you specifically changing it yourself? if so, not sure why. using the same machine as the "lowest" spec for the game I am making and it runs perfectly fine (I don't want to hijack your thread and post screenshots but checkout my profile if you want to see what I'm talking about).

Either way, good luck with your game.


"please can you just make sure that ships don't keep loosing help when not shooting them ? since i don't really have play testers lol"

lol you're your own play tester. But no, they don't continue to go down, at least from the small bit of testing I did.

Repro steps for bug
-------------------------
- start a new game
- get to level 3
- at the very start of level 3 quit to main menu
- try to start a new game
- observe that you are on level 3 with no kills and no points

You can't persist data via browser unless you're sending data to a custom server... so I'm actually not sure how you are managing to save the gameplay state and reload it. maybe something to do with the Unity web player? I tend to stick to windows/os/linux for Unity builds so not experienced with the web player.

What I Liked 

- The small touches for the graphics are nice like the explosion and smoke. 
- The scrolling background makes it feel like there's more action going on which is cool. 
- Shooting ships but not killing them still results in the ships continuing to explode and lose health. This was a really nice touch as it let me take care of other enemies quicker. 
- Nice feedback when shooting enemies.  
- escape pods(/) after ship explodes that can be shot.
- satisfying to kill enemies. When they start exploding the explosions seem to damage the ships health which is another nice small touch.

 Could Be Improved 
- unclear how to buy weapons? The game page says you can but I couldn't see any menus or buttons for it. 
- when you exit to the menu, then play again, it starts you from where you left off. There is no way to start back at wave 1? was this intentional? 
- even though i progressed through waves the "default" weapon did the same damage. would be nice if it increased slightly but i didn't know how to buy weapons? 

No way to start a new game. Here I am starting on level 3 with a score of 0.

 

- What do the floating skulls mean?
- What is day mode and "end" ?
- how do i buy weapons?

What I Liked 

- The small touches for the graphics are nice like the explosion and smoke.
- The scrolling background makes it feel like there's more action going on which is cool.
- Shooting ships but not killing them still results in the ships continuing to explode and lose health. This was a really nice touch as it let me take care of other enemies quicker.
- Nice feedback when shooting enemies. 
- escape pods(/) after ship explodes that can be shot.

 Could Be Improved
- unclear how to buy weapons? The game page says you can but I couldn't see any menus or buttons for it.
- when you exit to the menu, then play again, it starts you from where you left off. There is no way to start back at wave 1? was this intentional?
- even though i progressed through waves the "default" weapon did the same damage. would be nice if it increased slightly but i didn't know how to buy weapons? 


No way to start a new game. Here I am starting on level 3 with a score of 0.

 

- What do the floating skulls mean?
- What is day mode and "end" ?
- how do i buy weapons?


(2 edits)

"If you have an answer as to why our game isn't selling then please reply."

You must have some kind of notion as to why. 

The problem is it's always nice to say "Hey, you made a game. That's great and not something everyone can do." but you're asking for peoples money now and you have to meet a certain set of criteria.

1) $5.00 for a 22MB game?
2) Average Session - about half hour. There's pretty much no replayability to your game. So, essentially, you want to charge me $10/hour to play your game. 
3) $5? should be free. or $1 at most. look at what you're competing with: https://itch.io/games/5-dollars-or-less
4)  "This game will be updated from time to time to improve the gameplay and your enjoyment! :D" but it's released? not in development... so is it finished or not? Why did you publish it as "released" if you know the gameplay needs improvement?

I don't want you to think I'm attacking you or your game but sometimes the truth isn't always pleasant.

You could always try to build a bigger following first with some free games. Once you know you can build games people want to play - then you can think about charging for them and it's a lot easier if you already have a niche audience.

tl;dr - you're asking for a lot ($5) for something that has less value when compared to what you can buy for $5 on itch or on steam.

But this is just my opinion so feel free to ignore me.