@@belowthestoneofficial1476 1. Enemies DMG is unbalanced (Doing a melee on a funguy kills you in 4 hits which discourages the player to use melee) 2. The well is too hard to find, due to no hint being indicated and the map being randomly generated, it takes up to 30 minutes to 3 hours to find the next stage. Which is absolutely ridiculous and there should be a way to find it instantly if you have already gotten to the last stage of Ore in this area (Lead Iron) 3. The minimap is too small. Due to you not being able to view the full map, it makes backtracking to find a certain location extremely difficult and discourages the player to not quit and return to the lobby for better RNG 4. Movement is EXTREMELY limited. No dash, no sprint no nothing. And since most enemies are the same speed as you or double the speed, you often feel overwhelm by enemies and can get cornered by them. 5. Death is too punishing. Making you basically lose all progress since you lose your tools and equipement. If you didn't have a spare pickaxe or weapon, you have to start the game over. (It would feel more fair if it was just your Gold or if there was a set of difficulty when dying (Easy mode, Normal Mode, Hardmode)) 6. Game price is too high for a game that when bought, just feels like less than the demo. 7. Only one set of music, it even stays the same in the lobby. Would be far better if there was a music per zone 8. Refunded
Your journey reminds me of my game, no design document, just some ideas, likings and fleshing out in your mind but the evolution and learnings from your failures, going from what most would consider the point to end it all, to evolving and coming up with how to improve and get traction is incredible, your teams ability of evolving and hitting what you strive for is incredible and really inspirational! As a solo dev, seeing how teams like yous learn really help to understand whats most important when making a game, enjoying the process! I will be picking up the game soon to play! P.s Keep up the great work!
That's exactly why we made this video, we wanted to put it out there because we know there's a lot of folks like us out there. We also wanted to show people who might feel alone that they aren't so alone after all.
im sure its abit late now, but making a kickstarter WITHOUT THE DEMO! isa bad move already, if you are starting indie im not gonna believe your pinkie promise based on few gifs and a short video :D You need that demo/prototype as part of your campaign, tho prove you are competent in making the thing
We personally didn't have a demo either time. We found out from a few people that did kickstarters that not a lot of users actually click on the demo links. I think I remember one person who had like 600 backers only had like a dozen people click the link to access their demo. Not that I disagree with a demo proving competency.
thats new for me, tho i never did a research into kickstarter since it spawned many disappointments over the years and i kinda lost faith in kickstarter games. But ye, if a video/presentation of an idea what game is supposed to be had a demo where i can make sure myself vs "trust me bro" But im not your standart model of a gamer anyway, what do i know what masses want ¯\_(ツ)_/¯ But i have seen Splattercat play your game andthats how i discovered you guys
Idk if you caught on or not but the devs spent all of their money to make a kickstarter, go to conventions, and develop their game for it to release. Also, this is THEIR channel lol
@@Fairlii I'd love to hear about that so I won't make the same mistakes. That would have been an interesting topic and should have been included in a video with this title. I'm sure the maker of the video will learn from this and choose better titles in the future.
You obviously understand that indie games have a hard time from the other replies, you personally experienced it yourself, and its admirable that you were willing to share your side of things that happened. I'll copy paste my response from the other spot, just so people reading this comment don't miss it the context, and get a better idea at the story we've been through. We really did put this video out to help people starting their journey. It was hard for us to put the full story in an 8 minute video, but yes we did have to lose a lot of money before releasing a game. Publishers don't just give you free money to work on your game, they give a loan much like a bank that needs to be paid back. It's debt that we needed to pay back.
you absolute amateur you could just pivot to crypto raise 2-3m $ on presale a make a good game with all resources without worrying about $ and also don't forget to retire xd
i feel like i saw a video on a different channel about this game a few years back, im not sure if it is this game tho can you confirm it was like a 40 min long video talking about some code errors with the cracks on the walls, plesae respond if you can i'm just wondering on if that was you or someone else