The Halloween sale probably had a bigger impact than we thought. It's hard to ask players for more money when they've just shelled out for games. Double Fine also had their day of the devs bundle out at the same time, providing incredible value for just a few dollars. While there will always be other games out when you launch, I think we picked a particularly poor time to do it.
"Looks really cute and could be a lot of fun. But as an American I really don't associate fun with elections right now. Dread, yes."
The above quote was from a comment on GoG. I'm not putting too much stock in just the one comment, but the electino cycle in the US takes an obscenely long amount of time, and my sense is that at this point most people just want it to be over already. Had we launched a month or more ago this might have been less of an issue.
After noticing some people on our game's discussion page opine that the game A) had great art but B) "looked like a mobile game" and C) lacked strategic depth (despite their not having played the game), I decided to take a look at our Steam store page. I got really upset at myself at that point. The store page is the first thing most players will see of your game, so it's important to make a good impression. Your trailer, screenshots, descriptions and reviews all have to work together to convince the prospective player that your game is worth buying. Our store page had an incomplete description and no links to reviews. It's no wonder people were making these assumptions about our game. If we couldn't even put together a proper Steam store page, how could we make a good game? Sadly, the biggest thing that might have affected our sales was something that was very much in our control, and I dropped the ball.
Lastly, I should say it is entirely possible that the game just feels too expensive for what it is, and that maybe the game just isn't good. As for the first, I suppose we'll find out in a few months. We've got a surprising amount of wishlists, and if a bunch of those convert during a sale, then we'll know how much people actually value the game. As for whether or not it's good, we're happy with the feedback the game got at PAX and EGX so we're pretty confident saying we've made a good game.
Engaging the Community
Now that I'd identified some of the launch day issues, the only thing left to do was to try to rectify them as best as we could. First, that meant fixing the issues with the Steam store page. Next, we dived deep into the Community discussions and responded as best as we could to people's concerns. In some ways, this is a dangerous move. Developers can get very defensive about their work, and it's very easy to get into an argument with a player and become labeled an angry dev. Any devs who want to wade into community discussions need to approach it with an air of humility. Always assume that any complaint is a valid concern, even if it seems dismissive. My father in law once told me that a customer that complains is valuable, because they could just as easily have walked away without letting you know why. If they're complaining, take that as opportunity to convince them to give you another chance. Which is exactly what I did with one guy who was on the fence. I asked what was keeping him on the fence, then we had a short back and forth which ended up with him saying :
"Well, with Steam offering a 2-hour refund window, I decided that I'll go ahead and grab the game and give it a whirl."
How did I do it? It's not magic. I never once tried to "correct" his intuition that the game was lacking in strategy. I merely explained that based on our experience at conventions people were happy with the level of strategy, and also linked to a Eurogamer article about it. That was enough to persuade them to try out the game, which is all I really wanted.
Aside from that, we took note of what people are saying they want from the game. They say the game feels a bit unbalanced. We'll look into that. A lot of people are asking for multiplayer, so we've penciled that in as an update. There were a few questions about Linux. Assuming all goes well that will be coming soon. More than anything it's the fact that we're engaging with the community that makes people commit to the game. They feel like we're not just gonna drop the game and never update it again. We're also still actively looking for press to cover the game to try to keep it in people's minds and give the game some more legitimacy.
We've also been approached by localizers in China, Russia, etc. places where games don't traditionally do very well due to piracy and a lack of English speaking players. Localization is definitely a pain, but maybe taking a broader outlook is the way we can keep the game relevant in the coming months and years.
Conclusion
We're proud of the game we've made. We're also proud to contribute to the number of Philippine made games on Steam. That may not seem like a big deal to countries with a wealth of developers and games, but it certainly means a lot to us. It still seems almost impossible that we managed to put the game out on Steam.
We regret being such a poor investment for Positech in the short term, but they'll make their money back over the long haul, and hopefully even sooner if we manage to play our cards right.
As for the team, it was definitely pretty rough. Our first meeting after seeing the sales numbers was pretty somber, but we ended it with a rousing karaoke session that lifted our spirits, if not our sales. We'll keep working hard to make sure that this game is the best it can be, and hopefully we'll have a chance to make another one.
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