PS: Here is the itch.io page as well: https://winternightgames.itch.io/arkhangel-the-house-of-the-seven-stars
Your game looks good.Hey all -
Wondering how everyone is combating visibility on Steam and soliciting both user & press reviews. My brother and I released our original point & click adventure game, "Arkhangel: The House of the Seven Stars" a few months ago and feel stalled. We have 9 user reviews, 6 curator reviews (although only 4 are actually showing up publicly) and a single negative press review that called out frustrating controls upon release. We've since done a significant update to the controls (tweaked a lot of player movement values and gave full game controller support in addition to a host of additional features), the press outlet sent us a nice email praising the update and retweeted our announcement about our patch but won't update their review with the exception of just saying, "Note: Since time of writing, an update has been released with significant control upgrades, additional setting options, and other enhancements. This review is based solely on the original version of the game. " which is fine but most people will look at the original score, not read further, and pass on the game.
Does anyone have any tips on trying to get more attention from press outlets and getting users to review your game? Things we can do to re-engage and get some visibility even though the game has been out for a few months? We've sent out a litany of codes, emails, social media engagements, etc...but get very little response (or people even redeeming the codes). I really want to get some people to review the updated patch and am afraid that the original review is steering people away from the game, since it's the only one in the wild.
Here's our Steam page if anyone has any feedback they'd be willing to offer:
https://store.steampowered.com/app/868580/Arkhangel_The_House_of_the_Seven_Stars/
Thanks for any thoughts, y'alls!
Your game looks good.
I think one thing that complicates it for you is that you have a linear single player game. Once a person has played it, general patches will not push them to return to the game. Is a content update feasible that adds gameplay in addition to the main campaign? It's not necessarily a good idea anyway but something like that could help set up a bigger marketing push. You could also try porting the game to consoles. Again that might be horrible advice depending on your situation but it could help the game in general.
I'm in the middle of a blender course right now. Very happy with my progress thus far.
Here's the most recent model I made:
The next step is to animate it!
Looks cool! Is this an online course? I've been interested in learning Blender.
How is the Switch approval process nowadays?Yeah, that's definitely a struggle and we knew going in that we were making a super niche game. I've been looking at porting to Switch at some point...although, I would have to do a full rewrite of the save/load system which is pretty terrifying...might be worth hiring someone that specializes in that sort of thing, though.
It does help that we *just* updated the controller to have full controller support, though, so that component is at least taken care of! :D
How is the Switch approval process nowadays?
Setting up saved games for Switch shouldn't be too bad I imagine. Are you not using playerprefs or byte arrays?
Hey guys!
I'm starting to search some courses about 2D Art for Games (Pixel-Art and 2D Animation) on Udemy. I want to use my vacations to improve my general art skills.
Someone here have some indications of courses? :)
I wish you the best of luck.
On a separate note, I really need to figure out how to create good sound effects. Anyone have any advice on that? I have a high quality microphone and can use audacity but nothing I make ever sounds professional. For example right now I'm trying to make a sound effect for collecting 100s of coins after a level. Is there another program that I should try?
edt: I got the coins to sound good enough by making a unity script that repeated the sound insync with the game's visuals.
I'm on desktop.
The initial artwork at the top of the page looks great. That clashes however with the "ROLAN'S QUEST IS A ZELDA-INSPIRED..." text below it and the low resolution youtube thumbnail. Only the third gameplay video has an HD thumbnail for me.
The font also isn't that interesting. The titles of each section could probably do with some work to make them better fit your game. The font used for the character names under that section works better in my opinion.
In general I think it focuses too much on teaching readers about the game instead of selling the game. "Gameplay Videos," "Story," "Screenshots," etc. all feel like section names in a press kit. Your website should definitely have this content but I think it'd work better if it was presented with less structure. The characters section is the one exception since that currently looks great and already has lots of flavor text. One thing you could do is replace the elevator pitch at the top of the page with a "parking lot pitch." Imagine a fan of your game is out in a parking lot having a quick conversation with their friend. If the friend mentions they've never heard of your game, how would the fan pitch it to them? I learned this term from a random reddit post at one point but it might fit your website well to have more energy near the top.
Also on chrome I get a lot of error messages in the console if you weren't aware.
I like how the game logo stays in the top left corner as you scroll. The links on the top right are nice but it feels like they scroll down slightly more than they should since the top of the screen fades to black. It also feels odd that the links aren't in the same order they're presented within the page.
I'm still around for a few more days before leaving for no-internet land, but I don't foresee any earth-shattering changes to Pacha in the meantime, so here's a yearly recap post to review what happened this year: https://www.patreon.com/posts/23364410 along with a video with two concurrent unedited playthroughs of the latest prototype, each as a single character only as a challenge and means to demonstrate their strengths/weaknesses and some of the different paths available.
(also, the banner is moving at a snail's pace, sorry about that, but it's still coming - expect it sometime in january, most likely, though!)
Oh that's cuuuuute. I love it ♥
I really like the texture style here, reminds me of a story book.
Thanks!
Re: SFX - what sort of style are you looking for? Something "real" sounding or something arcade-y/retro?
I will say start exploring processing like EQ, Compression/Limiting, Chorus, Delay, and Reverb. Also some good resources out there for sound design education:
http://designingsound.org/
https://www.asoundeffect.com/ - this is both an online store for SFX libraries and a huge blog/article section. You might actually see an article that I wrote buried somewhere in there. ;)
I really like the texture style here, reminds me of a story book.
I've recently made the decision to slightly change the theming of one of my oldest levels from "prehistoric snow" to "prehistoric Christmas". Despite the nonsense of it all, it suddenly feels like a much more fun area to explore!
I'm currently considering commissioning some key art for my game, and I don't really know where to start. I'm planning on poking around Twitter and ArtStation and asking around, but maybe there are some obvious resources I'm missing?
I always point people to r/gameDevClassifiedsI'm currently considering commissioning some key art for my game, and I don't really know where to start. I'm planning on poking around Twitter and ArtStation and asking around, but maybe there are some obvious resources I'm missing?
This is going to come across as dismissive but please trust I've seen something like this enough to know what I'm talking about, and I'm not just trying to be callous and rude.I've been thinking about making a thread for this but I figure I'd try here first.
I want to produce an Indie game.
I'm aware of the lofty bounds this endeavor requires, but it's a dream of mine and a goal that is important to me. I do not pursue this goal with any expectations of monetary reward or fame. I simply want to make a game that I would want to play, and would be fulfilled solely by the fact that I contributed to it with my own effort.
I want to know where to start in terms of funding, scale, and legalities. I am not a developer, nor an artist. My creative contribution, if any, would include narrative and overall design direction. My primary motivation is to serve as a producer. Whether it be becoming involved in someone else's project, or starting from scratch, I'm eager to find like-minded developers who want a shot to start off. As for my own ideas, I have a General Design Document of a game of my own and an artist ready to drum up some concept art of certain gameplay elements and art direction. I'm not doing this expecting to make the next Journey or Braid. Like I said, I want to make a game that I'd enjoy playing, and have some funding to work with (I'd rather not disclose until I have a better understanding of the scale of projects).
Where should I start in learning the ropes of the executive side of development?
I've been thinking about making a thread for this but I figure I'd try here first.
I want to produce an Indie game.
I'm aware of the lofty bounds this endeavor requires, but it's a dream of mine and a goal that is important to me. I do not pursue this goal with any expectations of monetary reward or fame. I simply want to make a game that I would want to play, and would be fulfilled solely by the fact that I contributed to it with my own effort.
I want to know where to start in terms of funding, scale, and legalities. I am not a developer, nor an artist. My creative contribution, if any, would include narrative and overall design direction. My primary motivation is to serve as a producer. Whether it be becoming involved in someone else's project, or starting from scratch, I'm eager to find like-minded developers who want a shot to start off. As for my own ideas, I have a General Design Document of a game of my own and an artist ready to drum up some concept art of certain gameplay elements and art direction. I'm not doing this expecting to make the next Journey or Braid. Like I said, I want to make a game that I'd enjoy playing, and have some funding to work with (I'd rather not disclose until I have a better understanding of the scale of projects).
Where should I start in learning the ropes of the executive side of development?
I don't know your budget but I love this group! https://thundercloud-studio.com/
Thanks for the suggestions! I'm still not sure if this is something I want to do, but inquiries can't hurt.
This is going to come across as dismissive but please trust I've seen something like this enough to know what I'm talking about, and I'm not just trying to be callous and rude.
Loads of people have ideas for games. Loads of people would love to be the creative lead. And, frankly, ideas are a dime a dozen. Good games might start with a good idea, but they only shine with good execution. So what do you do if you want to make a game and you don't have a pedigree strong enough to procure funding and employees? Make it yourself. Learn to draw. Learn to program.
The vast majority of independent developers are not raising funding. Maybe a lot of the ones you've heard of did, but that's almost always because they were able to show some proof of concept or are a known quantity in the industry ahead of raising funds. There's no investor or bank out there that you can just say "plz give me money for making a game". They'll want to see that you have the skills and work ethic to actually get the job done. They'll want to see that your game has an audience. They'll want to see that you're not just going to take their money and run or goof off, and that enough people will eventually buy the game.
You don't have to be the lead programmer. You don't have to be the lead artist. But you should be at least somewhat competent in both of those areas so that you can put something together and prove that you're worth helping out.
I'm afraid that getting funding for indie games is really hard even for projects that are quite far along and don't need a lot of money. For a project that's a design document and would require at least three people (you, the artist and the programmer), and where the producer has no experience in prior shipped titles, you're simply not going to find any publisher or private investor that's willing to throw their money at you. Think of it this way, would you give your money to someone who has made no games and asks you for the salaries of three people to make their dream game?
The only viable options I see are:
- If you have a huge online presence (in other words, you're a Youtuber / influencer and have hundreds of thousands of followers), you might be able to make a successful Kickstarter. Getting your game noticed is a huge challenge, probably the biggest one today, so if you already have an audience, that's an enormous boost.
- Otherwise, just make your game as a hobby, in your free time, while having a day job. This may sound depressing and it's certainly going to take more (and need more discipline), but it's an actual possibility, because nowadays game development takes relatively little investment beyond time from everyone involved.
Also, if you're serious about this, I would check out the courses I mentioned here:
https://www.resetera.com/threads/in...ome-help-learn-show-and-tell.463/post-5908836
They're entry level; I think anyone can follow them without any issue, and will give you a holistic understanding of everything that goes into a game and how they work, which will be crucial for any kind of informed decision or estimation about your game. Especially if you intend to be a game designer, knowing your way around Unity will allow you to, say, put together all the levels, without having to write a line of code.
Thank you for the link, I'm going to spend the day looking into this.
I meant to allude that I have a fair bit of capital to work with in funding my own title, not so much that Im trying to raise funding myself, but the issue I stated earlier is getting my bearings on the scale of production and how to become more familiar and/or learning from devs who've produced their own games. The bolded is more akin to my expectations. Like I said, it's not so much about making a "dream" game as just making a game that I enjoy playing myself and being proud of the effort.
EDIT: And on the very miniscule offchance our game has any level of success, knowing how to build on that success and dealing with the legal and logistical issues is what Id want to have a grasp on before committing to that much of an initial investment.
Since you're putting your own money in this, I think this might be of interest to you. It was handed to us by Jason Della Rocca during a lecture I recently attended:
http://www.gamasutra.com/blogs/JakeBirkett/20181008/328091/How_to_choose_what_game_to_make_next.php
It seems kind of obvious in retrospect but it's true many of us forget one of these aspects.
As for getting a grasp of the logistics and amount of work involved in a game... well that's the million dollar question. :) Pretty much literally everyone gets these estimates wrong, including people who have worked on multiple shipped titles in the past. The rule of thumb is that your estimate is going to undershoot reality every time: it's just a matter of trying to undershoot by units rather than orders of magnitude. I guess you could do worse than to tell us about the kind and scope of the game that you want to make, and gather opinions from everyone in the thread.
1) After seeing the overall pitch you PMed me, I'm not seeing any single game insight that got me thinking "oh, this is a fascinating idea!". It's a marrying of games, with elements taken from each of them, but with no specifically previously unseen elements or even a particularly exciting new marrying of old mechanics that I could see. That doesn't mean it cannot work as a game, or that you shouldn't make it (it does sound like something that could be fun), but I think overprotecting your idea may be counterproductive. Nobody scours ideas like ours to build their own take on it and steal your thunder. When people copy ideas, it's from completed games that have been massively successful, not some unknown indie developer like ourselves with ideas that will most likely not make back the money spent on them. I think discussing your game in depth during development is not only beneficial, but entirely necessary if you want to form any kind of community and fandom for the game.
2) Depending on how complex or simple you want to make your game, and with three people involved, my estimation would be between 2 to 5 years. With 2 years being a highly optimistic scenario of being as unambitious as possible, everyone working full time, having absolutely no setbacks like people leaving the project, your coder being a master that makes the final debugging phase minimal, etc. This is a quite more complex project than it seems on the surface.
3) Don't expect to make money out of this. This isn't the kind of game that sells a lot. That said, most of us are making the games we want, not ones that will sell, so if you're fine with sinking time and money into a game that may sell 500 / 1000 copies, go nuts.
4) 7k$ won't pay for more than a few months of development. If you have people working full time, that's three people's worth of salaries every month. If they're working during their free time while they support themselves with a day job, expect time to completion to dramatically increase. And iIt's going to be nearly impossible to rope in a competent programmer for any significant amount of time unless you pay them.
Sorry to be so negative, but it really doesn't look good at all, and I think you'd be better served with cold realism than with encouragement to take that step forward at the edge of a precipice.
What are the typical entry-level salaries that a new programmer can leverage if they were to be approached? Say you're fresh out of school and you've got some small works from school, student projects etc. and looking at marketing yourself. What are you looking at?Echoing what Weltall has pointed out. Programmers a super expensive. Look at the median pay for software devs. If you get someone who is inexperienced and willing to work for less, then the you are probably going to get what you are paying for. And if issues pop up and then you decide to go with an experienced dev, they may have to clean up the work the inexperienced dev did.
What are the typical entry-level salaries that a new programmer can leverage if they were to be approached? Say you're fresh out of school and you've got some small works from school, student projects etc. and looking at marketing yourself. What are you looking at?
So, definitely record tangible elements like handling/manipulating different real-life objects. For your game, I'd start with plastic items/toys like nerf guns, flashlights, etc...Then do some recordings of different little toys/instruments. Stuff like pop guns, castanets, balloons, etc...If you want to go with some retro sfx layers, check something like this out:Semi realistic but like a toy/cartoon. Here is a screenshot from my game.
Thank you for the links.
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