Views : 22,924
Genre: Gaming
Date of upload: Mar 30, 2024 ^^
Rating : 4.847 (44/1,106 LTDR)
RYD date created : 2024-05-05T08:13:36.409923Z
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Top Comments of this video!! :3
I am not the type of person to trash anyone else's work, and as a dev I know the struggles and difficulty involved. However, it was not mentioned but the reason why "Song Of Iron" didn't convert as well as it could have is obvious. The gameplay was bad. Visually the game was amazing, and went mega viral. But, once he put out the demo everyone I know who tried the game felt like the game play was bad. I think the demo hurt his conversion rate as players had a chance to realize the gameplay was a 2/10 but the visuals and art style were a 10/10. Had he not released a demo I think it would of popped off way more than it did due to the visual hooks.
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From the first steam negative review, which is very generous, he says a few things.... "If Limbo, Inside and Black the Fall had a Viking lovechild with combat, that fully bearded fetus would be Song of Iron" and "My entire beef is based on controls not working at all and completely getting me killed."
He's incredibly fair here, it seems the control system wasn't just tricky but flawed and I also read that a demo was released which probably showed this.
Kudos to Joe for admitting the control system was janky.
I certainly do NOT believe the first 20 minutes should be the best, but they should DEFINITELY have some wow factor.
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I thought this ended abruptly. Still seems like some valuable tips. Overall it seems like indies need to figure out an effective price poiint for their game relative to comparable games, focus on hype (momentum) leading up to launch, and manage expectations surrounding conversions of wishlists tl sales.
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I have about 350 games on my wish list. 200 of them have not yet been released (or are in EA). I will never buy 80% of them. Simply because I don't have enough time to play it. But they are on my wish list, so that I don’t forget about them when the time comes and I want to play something. If a game is released and receives a lot of negative reviews, then it immediately leaves the wish list. The wish list also helps you find discounts on the games you want.
The wish list does not mean that I will buy the game at all.
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Well this makes a mockery of the advice some give to get your Steam page up as soon as possible after starting on a new game.
100,000 wishlists over 2 years, is 4,166 wishlists per month (on average), or to put it another way 25,000 wishlists in 6 months would have the same or better results.
Still I've always wondered about those games stuck in development hell for years, just where does it become better to just start again with a brand new steam page.
Now I wonder if the timing of Steam Next Fest is tied somehow to the algorithm classes Wishlists/Demo popularity. 3 Next Fests a year means one every 4 months, so is <6 months the cut off date for when wishlists/demo playing become less useful ?
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Yea, this is the trap you can fall into with feature creep and pushing launch beyond what is reasonable. Some day I'm hoping to make a game and it's going to be bare bones and hopefully I get enough interest to finance expanding on the idea. Either I'll break even (hopefully) and will know to change gears, or I'll make a nice cushion of cash to validate the idea and pursue expanding on it with DLC or a second installment with more features.
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@thomasbrush
1 month ago
Guys let's support Joe in our comments! I'm so appreciative of him being so honest and humble in this chat! ► Get 50% off Full Time Game Dev: www.fulltimegamedev.com/ ► Wishlist Song of Iron 2: store.steampowered.com/app/1979660/Song_of_Iron_2/ ► Get Song of Iron: store.steampowered.com/app/1258220/Song_of_Iron/
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