Hint: The majority of the time was spent on the art. Here’s the game I made in it, playable in browser.
Tools:
- Ren’Py (free to download!)
- Art (a character base and clothes)
Continue reading “How to Easily Make a Dress-up Game in Ren’Py”
my various projects and thoughts
Hint: The majority of the time was spent on the art. Here’s the game I made in it, playable in browser.
Continue reading “How to Easily Make a Dress-up Game in Ren’Py”
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Launch day is hectic— what do you post besides the launch announcement?! |
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Image of Perfection, our creepy story-driven RPG is releasing TOMORROW on Itchio & Steam! Play as Sirius, someone who is trying to figure out who they are.
Steam: https://t.co/H5w6EKd3VQ
Itchio: https://t.co/o2mllTcTcj□ #indiegame | #gamedev | #indiedev | #RPGmaker □ pic.twitter.com/OFsFiSEutg
— Crystal Game Works (@CrystalGameWork) July 28, 2019
Do a countdown on social media to your launch day! A fun way to do it is with art- here’s a couple of examples from my 5 day countdown for Paths Taken- the countdown featured a different drawing of each of the main characters for each day. In hindsight, I could have mixed up the small message with them a bit more.
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▶️ GIVEAWAY ◀️
We’re giving away 2 Steam key to Image of Perfection, our creepy RPG! Steam: https://t.co/H5w6EJVt4i
RULES:
– Follow & RT to enter
– At 30RTs we’ll pick 3 winners; at 60 we’ll pick 4
– No bots
– Ends August 8th!#giveaway | #indiegame | #RPG pic.twitter.com/24KtDKkAUJ— Crystal Game Works (@CrystalGameWork) July 30, 2019
Some giveaways use custom graphics that have the rules explained in more detail. Some giveaways have more info and links in a reply tweet. Post the rules in whatever format you want!
The first reviews for Image of Perfection are coming in and they’re looking great! Try our new creepy RPG today while it’s 15% off~
Steam: https://t.co/H5w6EJVt4i
Itchio: https://t.co/o2mllTuuAT✨ #gamedev | #indiegamedev | #indiegame | #RPGMaker ✨ pic.twitter.com/4dhNdDsCgo
— Crystal Game Works (@CrystalGameWork) July 30, 2019
Wishlist my game on Steam!
Today while driving past it, I remarked that they now had condiments and paper towels on the tables near the windows- surely it was going to open soon after they put the sign up. Tonight while driving past it, the parking lot was full. People were sitting in all the tables we could see. It was a soft launch where they were testing their speed and kitchen, so not the full launch- but yet, there was still no sign for the restaurant. As an outsider, I’d assume it was another boutique or even just a small warehouse like the surrounding stores.
This was mind-boggling to me- you want to open up a store and not even advertise what kind of store you are, let alone your name? Even a nearby restaurant that was hidden down a set of stairs had a few small signs (and even a menu) on the wall next to it. So, as a game developer and person who attempts to market said games, it got me thinking- what would this be like if a game did this?
I’m going to use a couple different cases here in my analogy since there won’t really be anything 1 to 1.
Case #1 – No Name/Branding
The first case is the most obvious and extreme- you are posting on social media or Discord servers and such but you’ve yet to put a name to your product, or you fail to refer to it as such/put no logo with the images. People might see a screenshot of the game but if you don’t have a name for it or don’t put a name where people can easily see it, how will they be able to find out more? Sure, sometimes they’ll see it on your Twitter, but what if they happen to see it out in the wild where you can’t easily reply with an answer?
This should be a case that, if you’re reading this, shouldn’t happen. Most, if not all of you, should already have a name set for your game and be calling it by that name if you’re actively promoting it in places. Now, I’m not saying you should throw you game’s logo on all your promotional material for the game (I find it somewhat annoying to receive screenshots of in-engine looks with the logo plastered on it), but I am saying it’s typically best to have the name visible when promoting it in places for consumers.
Case #2 – No Landing Page
This case is going to be more prevalent for most devs- we forget to have a landing page. In this sense, a “landing page” is going to be broad, but something where consumers can view what the game is about and see some form of updates for it. In this sense, the following (I feel) qualify as a “landing page”:
I’ve picked the types above as they all include some way to see updates for the game as well as get notifications for new updates- while I normally wouldn’t consider social media to be a “full” landing page as they’re more for sharing links to the above two places, they are ways for players to subscribe to your content. I would very much prioritize the first two, i.e. making a store front for your game where players can wishlist/follow it and making a website where players can easily see what the game is about.
Your goal with a landing page is to convert viewers into customers. You want a landing page to entice a consumer into supporting your game, even if it hasn’t launched- this can be by them following your social media, wishlisting the game, subscribing to your newsletter, and more.
So, what on Earth does this have to do with my long-winded analogy at the beginning of this? Well, them not putting up their name meant I had no way to search them up online, which means even if they did have a website (which they did) I couldn’t find it so I couldn’t see their menu, their “launch” date, and more. Make pages where potential customers can wishlist your game or sign up for updates!
When do I make a landing page?
As soon as possible! …No, but really, you should try to make landing pages for your games months before release if you can. Wishlists on Steam are basically an automated email blast of when a game launches and goes on sale, so you want to collect as many of those as you can. And like I said with the analogy, if you wait until release to have a landing page, you’re missing out on potential customers who lost interest because there wasn’t a way for them to follow the game.
As game devs, we’re all guilty of procrastinating things that aren’t coding or art or writing (aka, everything business) but we really should try harder to put landing pages and such up sooner. Maybe next time I’ll write on the abysmal importance of wishlists on Steam and how they translate to sales on launch day…
Below are a list of ideas on what to post to social media- ones in bold are ones I very much recommend for being high in engagement / eye-catching. Don’t forget to check out my Game Dev Social Media Calendar and my Twitter Guide!
Here’s a few examples of me doing these ideas on my studio Twitter:
So, in a more liberal sense, what does “game dev as a business” mean?
It means taking a step back every once in a while and looking at your game objectively- seeing it as something besides just your baby and evaluating if you’re making smart decisions for the game that consumers want. It means making tweaks to the game that consumers will enjoy- after all, you’re taking their money, so they should be happy with the product. It means not slacking on all the fields (namely marketing) while in development so your company can stay afloat after launch and make it to another launch.
On a smaller scale, it means adding more choices to a visual novel to make players who want a bit more interactivity happy. On a larger scale, it means changing the art style to be more appealing to a wider audience while also refining it to look more polished. On any scale, it means keeping marketing strong through the process rather than waiting till the last minute.
Most game jam games aren’t perfect. Hell, most of them haven’t even gotten close to being polished. But they’re still mostly playable and in a “finished” (but not polished) state. These games can be proof of concepts for future projects or your abilities.
2) Cutting Scope
A vital part of finishing and shipping any project is being able to make a reasonable scope and cutting it when needed. A scope that’s to large is the biggest killer of projects- they just can’t handle all the work and the game never gets done. “What if we added this feature here?” “How about there’s this mechanic for this section of the game?” “Let’s add a new character to this scene.” It’s things like this that add up over time- some are more obvious than others. The ability to take a scope and cut it in half is a seriously undervalued skill of project management.
3) Networking
After doing a game jam you typically end up afterwards rating and playing other entries- this is a great time to make friends and network with them. In layman’s terms, networking is basically creating contacts by making friends with people. That’s it. Play games and give feedback on them, let people know who you are.
4) Game Dev Experience
Working on a game will teach you some mechanics, but finishing a game will help solidify them- not only do you know how to work in an engine enough to get things moving, but you understand them enough to make a complete project. You’ll learn about all the assets that it takes to make a finished product. It’s hard to fully realize how many assets go into a game until you’re trying to wrap everything up and oh no there’s no sound effects and also the main menu barely works.