![]() ![]() Let me know your thoughts, and we'll filter through them as a community and decide what direction to take the game. I always wanted Stack Masters to be a community driven game. So, now, I want to sit back, and let all of you new players take some time to explore the game and share your views. We've also spent months polishing off any rough edges and adding all the QOL improvements suggested during testing. There's already enough to keep most of you busy for weeks. I mention that only to illustrate that additional level content really isn't required any time soon. Stack Masters is already super polished and even our most avid community member and alpha tester, (Nomad Universe with 270+ hours played at the time of writing) still hasn't managed to play all the levels in the game. There was already a little hotfix today to deal with controller stick drift, which one player found was negatively affecting their game. What About Game Updates?Yep, they are coming. They will have tuned out from even reading those types of requests a long time ago. ![]() They will be overflowing with requests from indie devs like me. Tens of games are released on Steam daily Imagine what the email inbox, or twitter notifications, of a popular streamer might look like. If you guys suggest the game to your favorite streamer you will have an infinitely higher chance of convincing them to give it a try than an unsolicited email from me ever could. I can do my best over the coming weeks and months to get YouTubers and streamers to play and share the game with their viewers, but ultimately, my voice is but a whisper compared to yours. The popular consensus from those in the know would likely be to tell me that my experiment is doomed to failure, but the only people who can actually determine whether that is true or not is you, the players. Whether I'm an idiot or not is debatable, but I'm fairly confident that I'm not a complete idiot. The Replicons, so this is not my first rodeo. My first two games were NeonXSZ and Space Bob vs. Also, why charge you guys double or even triple for a game, to cover the marketing time and expenses, if there is a possible alternative?įor those that don't already know me, Stack Masters is my third major Steam release. 95% of indie games fail to turn a profit, and so we have to try out new ideas sometimes to break through. It can take as long to do the marketing as it takes to make the game. Why? Because, as a solo developer, time is so precious that spending huge amounts of time on pre-release marketing is not really financially viable in most cases. ![]() So, what happens next?I shared yesterday that Stack Masters was an experiment in making a ridiculously polished and accessible game and then selling it at an equally ridiculously low price. ![]()
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