Paoloq's Forum Posts

  • That's awesome. Congrats!

  • Paoloq what were your export settings for your Mac build?

    I used these settings.

    I'm not familiar with Macs, but they seem to have worked! :P

    What initially got me stuck was uploading the 'mac64.zip' folder as a Steam build. That works for the Windows build, but for the Mac version, you have to zip the 'game.app' inside and upload that instead - I don't know if this is obvious to others, but it definitely wasn't for me. I wonder if that's why your testers couldn't run HH on Mac.

  • I think I'll go with Instagram. I've also thought about using Itch.io to post demos and development logs. I'm not sure what the key is to finding venerable gamers out in the wild. I think a good portion of my sales came from the DOS Gaming Reddit. The folks there got a kick out of the EGA graphics and quirkiness of the game. I'm sure there is a similar gathering of old school adventure gamers somewhere.

    Those gamers are probably spread between Facebook and Twitter, for the most part. However, finding them is only part of the challenge. Getting their interest before you have an actual product to sell (if you're still working on it) can be tough. Some developers have managed successful Kickstarter campaigns on these platforms, which is surely a good way to gauge interest in a game before spending years developing it. Personally, though, I don't feel confident enough to take anyone's money before I'm 100% certain that I can deliver. So, that's not an option for me, at least for now. An alternative is to set up a Steam page as soon as possible, allowing people to wishlist the game and then receive a notification when it launches.

    I have nothing to back this up but maybe some of the contemporary Adventure games are catching on outside their niche due to their theme or aesthetic choices. Stasis Bone Totem is horror themed and horror games seem to be stubbornly popular. Darkside Detective (I enjoyed that one quite a bit) has more of the LucasArts humor about it but is playing on ghost story tropes and Twin Peaks for the comedy. So maybe everything has to be somehow tied to the horror genre? Hah. Come to think of it I'd really enjoy a horror tinged Space Quest game. Imagine Roger Wilco stuck on the Event Horizon!:D

    Yes, I've heard others say that games with a dark/horror theme tend to perform better on Steam than games with other themes, for some reason. It's certainly something to consider.

  • What site do you recommend for a developer's profile? It is yet again one of the many things I've overlooked creating. But I do need to have one, especially since I want to make the next project(s) visible early in development.

    I use Instagram and Twitter/X.

    Of the two, I find that Instagram is better for getting visibility and engagement and building an audience of young gamers or people who simply like your art. Older PC gamers - mostly my target audience - are hard to find there, though. :/

    I've used Twitter much less. I'm pretty sure it's easier to connect with other developers and professionals there, but I haven't posted nearly enough to know how easy it is to grow a broad, general audience.

    I'm not very familiar with other platforms, so I don't know if there are better options to consider.

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  • I had issues exporting to Mac as well. None of my Mac testers could get the game running. This combined with the issues with the Steam Deck have made me nervous about releasing the game for platforms I don't personally have access to since I don't have a good way to troubleshoot the problems.

    Can you explain in more detail the issue with the Mac version? It sounds like a problem I initially had but then solved it. Maybe I can help you with that.

  • Same thing on my end. I get a random sale every few days but I agree everyone is probably holding off until the Winter Sale. I'm getting more wishlists post release for some reason. I'm hoping (fingers crossed) that I can pickup some sales every time the game goes on sale. But as you said, it certainly isn't paying the bills...or any bills for that matter haha.

    I was hoping it would go better for you because you pulled out a solid and beautiful product that deserves to be successful. In any case, I think it's already a big achievement to have something nice and playable out there on Steam. And I'm sure the experience taught you something that'll make you do much better next time.

    I'm still mulling over what to work on next. I have a few ideas and obviously it would be inadvisable to try working on all of them all at once.

    A big part of me just wants to dive into making a retro dungeon crawler. I know I'd never get tired of it but I don't yet have confidence in my ability to create inventory, character leveling, and turn based combat systems.

    On the other hand I've been sitting on a single player card game design that would be fun and less monumental. I've also got an action-arcade game idea that I'm confident I can make well but feel it isn't really pushing me to learn more.

    They all sound like good options to me. I'd love to know what you'll end up choosing and to see development updates. Do you have a game dev profile on social media I can follow?

    Have you zeroed in on what you're going to work on next?

    Not yet. :/ I'm very tempted to work on a point-and-click adventure game, but while this kind of game has a small, passionate community behind it, it doesn't seem to sell well at all. I still tend to put passion before money, but I'd like to make enough sales to at least cover the development time (which will likely be long). I'm also considering more promising alternatives, like a rogue-like or a metroidvania, which usually do much better on Steam. But I'm quite unfamiliar with the related target audience and communities, so that concerns me a little.

    As for what I've learned...

    Whatever the project it needs to be something you'll passionately work on for twice as long as you think it will take. That last 20% is dangerous territory!

    The other big think is to get that game out and playable in some form as early as possible. Not just for testing but also to start marketing. The only pitfall I can't get around here is that some genres just aren't built for an extended lifespan! I don't want that to drive my choice of genre though. I'm getting really tired of everything being a roguelite or loaded with crafting busy work.

    Yup, good lessons here! I'm also grappling with the dilemma that some genres are simply not suited for an extended lifespan. Unfortunately, there aren't many ways around this. It's just the nature of those genres.

  • Hey, just checking in – how are things going with the game? Has the situation improved a bit since the launch?

    Sales on my game basically stopped. I'm assuming most people are waiting for the Christmas discounts at this point, but then it will probably be it.

    I'm still happy with how it went overall, but I sure need to do better next time if I ever hope to make games for a living one day.

    Is there anything you learned from this experience you don't mind sharing?

  • It looks really cool, I've already added it to my wish list and will buy it later. Very good to know that it was done in the construct. A great example of a well-made game apparently, at least the graphics are very interesting.

    Thanks! I'm glad you liked the graphics. I hope you'll find the gameplay just as enjoyable when you get a chance to try the game! ^_^

  • I'll give it a try as soon as I got time for it, and post a feedback here. Everything looks charming and the palette brings childhood memories.

    You may look for two amazing games :

    Spectable by GrahfMetal https://grahfmetal.itch.io/spectacle

    Ponderabilia by Moloko https://www.adventuregamestudio.co.uk/site/games/game/1751

    They are mostly unknown, although being rare gems.

    Thank you, I'd appreciate the feedback. =)

    I can't tell much from the Ponderabilia screenshots, and it seems like the download link is dead. :/ But Spectacle sure looks beautifully made. I downloaded it and will give it a try!

  • This is a very cool project, with good atmosphere and nice old school graphics. I hope you'll make it full of mystery, good luck !

    Thank you, I'm happy to hear you liked it! ^_^

    Just to clarify, the game is already live on Steam.

    https://store.steampowered.com/app/2465090?utm_source=c3

  • Horace Hagfish is now available on Steam!

    I would like to thank everyone for being so helpful in the Construct forums.

    So far the launch is going smoothly. I am being inundated with spam emails asking for free steam keys.

    Yay! Congrats!

    How's the launch going so far?

    I just bought the game. I'll play it later tonight and leave a review for you!

  • I did. I played it to the end so I guess it clicked somewhat but I was expecting a lot more due to how famous it was. I think people simply forgot that you could make a suspenseful story with simple graphics and so everyone thought it was some amazing revelation!

    I recently finished Stasis Bone Totem. I enjoyed it although it has the same problems as the prior games. The moon logic around the puzzles is insane...you really do need a walkthrough and some of the writing was ridiculous. But overall it created a very intense atmosphere, some of the characters were amazingly written, and I was so curious about the environment that I just kept playing for hours.

    I guess the common thread is the payoff wasn't as interesting as I was hoping in both games.

    Come to think of it, as much as I've always seen myself as a fan of adventure games, there are very few titles out there that I actually like, including the classics. It's like I know there's potential in the genre, but few have managed to nail the right formula for me. I know it's cliché, and I'm probably partial due to nostalgia, but I do think Lucasarts came the closest to it.

    I feel like it's just rare that a solo developer or even a small team happens to excel at all the aspects that make a good adventure game. Like, maybe I wouldn't have lost interest so quickly in The Last Door if it had a better art direction. I don’t mind the low-res graphics if they are consistent, but I really disliked the high-res assets slapped onto it and stuff like that.

  • Are you planning on making another adventure game? You've definitely got a polished framework ready to go!

    I've been wondering if releasing adventure games in episodes is the way to go in the current environment. That way you could have people stream episode 1 to drum up interest without spoiling the whole game. Maybe that's how games like The Last Door managed to do so well.

    I haven't decided yet, but it's quite possible it'll be another adventure game. =)

    I had the same thought about episodes, and I did consider a series, but I'm also afraid I'd get tired of the same story/theme before it's finished, so I'm still thinking about it.

    Regarding The Last Door, I actually bought it a while ago but didn't get far. It just doesn't click with me, I'm not sure why. Curious to hear what others think made it successful. Have you played it yourself?

  • I was wondering what happened to you! I figured the launch went so well that you retired and moved to a luxurious dark tower or you got hit by an asteroid. I'm very glad to hear the launch went well.

    150 copies sold is a big accomplishment for a solo project! Do you have any plans on how to continue the momentum?

    Getting hit by an asteroid seems more likely! =P

    Thanks so much! ^_^

    Frankly, I'm not planning to push for more momentum. I'd definitely love more visibility and sales, but my marketing efforts haven't made a significant impact compared to what the initial Steam launch week brought in. So, unless I stumble upon some new marketing strategies, I believe my time is better spent working on a new game. It might sound a bit sad, but I'm actually quite pleased with how things went for my first Steam experience. I'm optimistic the next one will be even better!

    And hey, your game's launch is just around the corner! That's exciting! I'm looking forward to it and really hope it goes well for you!

  • Wow, I really like the trailer, looks very cool and interesting :)

    Thank you! I'm so happy to hear it!