Thank you, Studio.
That's very helpful.
And yes, you are absolutely right.
The interest among the Xbox audience for the Creators' Collection is absolutely dismal.
What was supposed to be the busiest play Saturday before Christmas generated only 81 page views for my listing.
The perception must be that these are mostly unfinished "garbage" games, so apparently we are in the garbage pile again.
In retrospect, it seems obvious, but hindsight is always 20/20.
So, I did everything right, but still lost.
1) They tell you the indie game scene is exploding, so you decide to make a game.
2) They tell you, make a simple 2D game for starters because 3D games are too hard, so you'll never get anywhere. And I did exactly that.
3) My thinking was that people are always hungry for new games, but that is not the case. People are mostly playing what's "in" right now. And what is in? Star Wars Battlefront. And even super big budget titles with millions in advertising are having trouble competing with that.
4) Maybe I could push my game on Google Play someday, but I don't have money for AdWords and Google will not give you any visibility. Everybody has to pay for advertising space.
So? People like you and me are stuck in the water.
And if you give away the game for free, yeah you might get millions of downloads, but you will not make any money, not significant money, not with adds anyway, and you are severely limited by the 100mb cap with Google Play as there is no way to integrate expansion files with C2 currently. So?
There we are.
And then there are the technical issues.
Thank you for the link, but I alrwady followed that to the T.
My first 2 submissions to Microsoft went through fine, and, as you said, apparently, that submission is still listed.
I also figured out why the keyboard controls were slow in simulator: 3 exclusive, but simultaneous control systems, which work fine in the browser, but fail for PC after Xbox translation.
So for my third submission, I expanded game availability to PC, but only with an Xbox One or an Xbox 360 controller because the game would just be too easy, not as much fun with keyboard controls and then Microsoft started requiring Xbox live authentication and they won't let this submission go through otherwise (I think they were just being kind before to see if the game would sell over Christmas).
And this is the link they just e-mailed me that I have to follow, which is exactly the link I found and the C++ code I posted before.
"Hello,
Thank you for contacting us. For additional assistance with this issue, please refer to the following link: https://docs.microsoft.com/en-us/window ... p-projects
If you need any additional assistance with Xbox features, please contact Developer Support via your Dev Center or here: http://aka.ms/storesupport.
Thank you,
Sarah
Microsoft Store Team"
So, the C2 Xbox exporter is now broken.
So, we now need to integrate C++ authentication code into projects unless our creators from on high come up with an equivalent.
And the "sign in" feature with C2 is broken.
I can't even change 2 screenshots because Microsoft won't let it through.