Re: Injustice Unlimited
Since this forum is more concerned with my choices then I will address this once again. What has the response to both those parties since they announced the demo's. Well leading up to Future Fragments you can visibly see it in this forum (thread is locked now). And Oni's patreon has not moved very much since. These are the things that influence me not to release demos. I however have delivered monthly dev builds every month for the past 3 months. Which constantly shows progress, and growing support to show that.
*Dramatically fixes bowtie*
Now, listen here, you little shit.
Obviously the above line wasn't meant in a serious context. Future Fragments is a one of those I recall having a pretty quick start as soon as the demo dropped. I also remember the thread was pretty freaking busy and even on hypnopics collective it was going places. I don't know about the other game, but I can tell you that MoGi Origins has also gone places since the demo dropped and the devs have shown that they want to push this thing out for the people who are waiting patiently. I'm not saying you
need to follow suit, and seeing that you expect to have the game out in 6-7 months it might not be the best idea; but keep in mind that a product is as successful as the marketing campaign behind it.
Also, I'm not going to say you're a fool or anything for having high expectations for that release date time frame, but I will say you're a
very hopeful gentleman, indeed.
Exception now maybe, but I do believe it will be the norm soon. Why have a demo that could have a bad reception, when development of my game should fall within the 6-7 month mark. No need for the risk. If I took a long dev cycle and wanted to crowdfund it, then yes a demo might be considered. Otherwise I feel it is typically ill received by the vast community (which doesn't voice opinion but rather supports).
If the demo has bad reception, it's going to be a matter of poor marketing or the game wasn't that good to begin with. Your viewpoint on demos is iffy at best, mostly because we still see demos being released in mainstream gaming. People have learned to be suspicious of something they can't test first. Personally, I want to try your game before I buy it, as would others of this forum, it appears. Why not release a demo when the game releases? That way, everyone (including you) can have their cake and eat it, too. This is all your choice ultimately, but I figure it never hurts to offer a suggestion.
I released my proof of concept Bend or Break on June 19th, and started my patreon on June 6th. So really not to much patrons just for the art. I also added a $20.00 level (game access) on the 19th as I felt maybe I would get 10 supporters at most. Well Before I revamped my patreon I had over 80 people at $20.00. This group obviously far outweighed the art tiers in dollars supported but was fast approaching the numbers of supporters also. This alone has to show you that the product I have been creating has worth and value to a lot of people. Now I could have just left it that way, but I now have dev build access starting at $5.00.
In another thread, I pointed out to another developer that just because people are throwing money at you now isn't representative of the total, overall opinion. What it shows us right now is there are people who are funding you and getting access to a product we have no clue about. This goes back to investors and big businesses. A smart investor doesn't blindly invest their money in a business unless they know what their money is going into. People who blindly throw money at things either have too much disposable income, or a lack of financial maturity that will hurt them in the long-term. Either way, it doesn't benefit anyone.
That people are funding you now isn't a sure sign that your product is good or that the smart investors should get behind it. We see no benefit to supporting this product right now, and that's totally our decision. You have a right to deny us a demo; we have a right to deny you money. I'm not saying this to antagonize you or anything, but to point out the facts I think you might have chosen to ignore. If this is working out for you, all the more power.
From day one I always said this is just as good. By you posting on this thread you already have helped me. Follow me on other social media sites, like and re blog my stuff all goes a long way. Your $5.00 will help I won't lie, but if you get 10 people to see that promo you may get all 10 to support. This is just as big as supporting in my view.
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I don't want to tell you how to do your job or anything, but I wouldn't expect anyone to re-blog your stuff. Part of being a developer is handling your own advertising. If people aren't motivated to pay attention due to some reason, it's your job to get their attention. As a struggling author myself, I
know the woes of trying to get my name out there and frustration of generating interest. You have a following already, which is helpful for you. I just wouldn't expect anyone to jump on the opportunity to advertise for you if they're already disinclined to fund you. Again, if it works, awesome.
I'm not gonna harp on this too much more. I will say if your system of doing things is working for you, then I'm wrong and I'll eat my shoe.
But I would also keep an open mind if I were in your position, too. What you may think is going to happen to a concept and what others say isn't are conflicting points and while I can see the merit behind your opinion, the counterpoints are also pretty convincing. If anything, I would take what the demo-demanding peeps are saying into serious consideration, even if it doesn't lead to you actually releasing a public demo. I'm sure you already have, and for that, I salute you.