Screenshots of the old Boogerman Steam Greenlight page.
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Screenshots of the old Boogerman Steam Greenlight page.
Act I of Because We’re Here, a horror-tinted WW1-era otome dating sim, is out now on Steam!
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1915, Wesslinger National Calendar. The Great War rages on.
As neurotic Postal Corps volunteer Elfriede Rauss, you walk the trenches with the men of a lost generation. And amidst the chaos and brutality of the front lines, you encounter an obstacle that you are absolutely and categorically not prepared for: love.
However. Love can be a difficult thing to hold on to at the best of times. And these are not the best of times...
~~~~~~
This is Studio Elfriede’s debut game, and any support/sharing/reblogging is very much appreciated!! ☆ ☆ ☆
You can get it on Steam here: [LINK]
This Is...
How is this possible? This game has already reserved a spot in 2018′s Top 10 Worst Games.
So I looked at the most recent review:
Oh really?
This game is new, which should mean that this game should be in his Recently Played list:
And right there is the tell-tale sign of something fishy going up. His most recently played game was played on February 16th...5 days before the MGS came out.
So I looked around, and I found THIS under Bot Troll’s all games list:
IT IS NOT THERE
As you can see, his 6.2 hours time on Metal Gear Survive doesn’t exist on his profile. Hell, he didn’t even own the damn game or even the Beta!
And here’s another example:
Okay, and again:
NOT THERE
Even better? That player is from Germany and if you look at his other reviews:
But here, here is one of the top reviews, the highest one with a Positive review:
Take a wild guess as to what comes next, go ahead, you’ll just need one:
NOT.
THERE.
The man played the Beta...for all of close to 3 hours, which is probably the point where he got sick of it.
Funny, I thought Komani is a company of morals.
In case you mist it, fog has now been added to the game.
The Wishgranter has been GREENLIT on Steam!
Thanks to everyone who voted and helped spread the word. Couldn’t have done it without you!
So what’s next? To be honest I was not expecting the Wishgranter to get greenlit so soon so I have a pretty big List of Features, Bugs and Pending changes that I am going through at the moment and that I plan to clear before releasing the first alpha.
While I want to get the game out to you guys to play it as soon as possible I also don’t want to rush it and deliver something broken. Even if the game will release as a Beta/Early Access title I still want it to be playable, functional and have a decent amount of content.
For the time being, keep up to date with the project here or on Twitter. When there will be something to announce, I will announce it here for sure!
Thanks again to all of you who have been supporting The Wishgranter!
The Steam Dichotomy
The dysfunctional thinking between what developers have and what they think they want
Valve announced that Steam Greenlight was no more, and then Steam Direct became news everywhere. Not much has been said yet, other than Steam Direct will be about as much as Steam Greenlight was – and this has sparked debate among indie developers. Some show support with the initiative, whereas others are disappointed in the low fee and the consequences they assume from it.
Thinking less competition will provide for better opportunities for sales is absurd. You can try standing on a street downtown selling candy by yourself, but the fact that you would be the only kid diung anything doesn’t mean that anyone would buy from you. Ideally, having a market involves the concept of multiple variables efficiently coexisting, without it the concept of a market doesn’t exist. Without company diversity operating in the same supply and demand, indie developers would be nothing but quirky kids doing creative things that belong nowhere in the economic spectrum. Having a healthy market indicates more to work with, there are more games but also gamers too; having more people to perceive as potential users is a positive thing.
Without the data a market provides, companies like Steam would not exist. There would not be enough of a user base to build up a distribution platform that would operate as an important hub in the industry – you would be stuck working on your own Wordpress website, with your GoDaddy / Shopify store. I sure remember those days, way before even social media existed. To assume a company should do less to serve third-party expectations is flawed, a company works for itself, even if it is a hub that provides a service to many other smaller companies and indie studios.
The thing indie developers understand as a problem is the denial to accept the bar gets raised every single time there is a surplus of content. More games dictate gamers will have choices, providing new bars for what is value and price, including options for costs and quality. When more is asked of you, you shouldn’t complain about giving less – learn more instead; there is so much to work with, having fewer people playing games won’t dictate your success, but having more venues to reach out to more.
There is not much to discuss on Steam Direct so far, we need information on how content will be curated now, and what this new platform will offer for indie development. For now, all we can do is revise the concepts of cost and price, and quality and value – all sound similar, yet they are not. Not long ago, I wrote about the difference of cost and price, this time I want to introduce quality and contrast it with the concept of value, all relevant to the future of your games.
Value is something that becomes defined by the user, if it is something that serves a purpose for any specific use, or that it becomes something that resonates in sentiment. Quality relies entirely on the company, and sometimes it might even set the bar for cost and performance. Also, while important, users might buy not because it has quality but they will not buy it in the absence of quality, reason why quality and value need of each other.
Maybe your game presents the most refreshing imaginative creation yet on its genre, but if the game crashes on start, it matters very little how meaningful it is if it’s unplayable. Maybe your game runs perfect, but it is yet again another pointless shooter clone without even a story to it – development should not impair marketing, just as marketing can’t exist without development. Yet, it is often known that developers can market a game for five years and more, or simply just launch without marketing at all – neither scenario is healthy without understanding how variables like quality and value will set the bar for cost and ultimately, price.
Steam is one of many distribution options for digital content, and it is one of the fundamental ones. It widens your options as a publishing platform, but it doesn’t provide success by default. Everything you combine with the concept of cost, quality, value and price will.
Game development production is fundamental: the time you take working on something, the time it takes to promote said something, the money you inject into it. There are so many variables that need time and money, and if you do not have the money then it should take ten times the work and attention. But thinking because you can’t afford it, that it might not be needed, is what makes indie developers fight to be in a new releases listing rather than organize a genuine marketing plan instead. Invest your efforts wisely, don’t be afraid of competition – grow with it.
“Loads of moneeyyyy! Money, money, money ♪ ♫ ♪ ”
According to this algorithm, Angels with Scaly Wings places 40th in list of top games of all time on Steam. Source: http://www.nition.co/2017/06/finding-hidden-gems-on-steam/
Tell a Demon is now on Steam Greenlight. Please vote if you’d like to see it on Steam. And, of course, if you own the game through Itch.io or my website, I will happily send you a Steam key if Tell a Demon is greenlit.
Vote for Tell a Demon on Steam Greenlight