Jump to content
  • Advertisement
  • entries
  • comments
  • views

Our first hater



So we had our first hater... but first please listen to one of our music we think we was bashing against. After that, let's hear the context.


Our development blogs on gamedev mainly focus on the actual development of our game(s) and any related research that we've done. So, our target audience is other video game developers. We also have our own subreddit where our target audience is everyone. Thus, we decided to make our subreddit public and allow subscribers to post content that follows the rules, which they are mainly about posting relevant content. 

Recently, we've been gaining more popularity and finally gained our 25th subscriber! 🎉 However, with popularity means more human attention. One thing I know about humans is that there are among them douchebag, troll, egoist, evil [and so forth] people. Inevitably, we were bound to attract the attention of one of those toxic people and so we had our first experience with what we call a hater.

The Hater

The hater firstly unannouncedly posted this on our subreddit :


The person actually posted music of his game [I suppose]. It is an electronic music video. While it's true that we post vaporwave music videos on our subreddit, they follow the rule that it's about our game and our company.

So I decided to remove his post and send him a warning as a message :


Now, I don't clearly understand exactly what he meant by "Someone better than you, and wanted to make you feel better" but I do understand that this guy is saying he's better than us and that him posting his content on our subreddit would make us feel better (lol). I suppose the "better than us" part is related to our music, which is meant to be that way to fit into the game design of the game. Anyway, as you can see, this guy is so cool because he breaks rules. Wow.

But wait, there's more!

Just before I banned him, he posted this on our subreddit 


Of course we banned you for posting content about your game on our subreddit to gain popularity. Our subreddit specifies precisely through rules that it is meant to be a platform of communication for our company and a way to keep our subscribers in touch with the development of our games. Just look at r/fallout for example. Their first rule says that all posts must be directly related to Fallout. Are they not cool to ban people who disrespect that rule? No, it does not make sense. Reddit is a magnificent social network that allows specific sub-forums as ours and it's actually what defines it.

Anyway, I decided to ban him and then ignore him. I've always been more of an observer than someone who needs to express his opinion loudly and publicly on social networks but because this is the first time we had a hater for our game, I just needed to post about this.

What we learned from this :

  • Added a rule about not spamming that allows us to give warnings and ban people from our subreddit.
  • Ignore banned people.
  • Made our subreddit restricted instead of public. Now, only approved redditors are able to post on our subreddit.
  • Toxic people take time from us video game developers that we could put into making our game(s)


Recommended Comments

Unfortunately any publicly accessible online forum will attract some number of spammers, and the occasional troll or toxic contributor.

Share this comment

Link to comment
On 6/14/2018 at 11:43 PM, thecheeselover said:

Yeah, but I was caught by surprise because we only had 22 subscribers.

That is pretty early on to have trouble - probably better for you to have the experience while there's not a big audience seeing the disruptions - now you've learned and put some policy and options in place that will hopefully help you in future! :)

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By QuoVadis
      Hi everyone,
      I'm new to this forum, just getting to know the lay of the land, so I'll just jump in with my question.
      After some intense development period that lasted 10 months, my friend The Programmer and I (The Designer) just launched our first FREE game on GooglePlay, called Starman Journey to Mars. For those interested, you can check it out in the link bellow.
      So now that production is done, we're stuck with the relatively unexpected challenge of actually promoting the game and getting players. To that end we welcome any advice about where we need to go from here and what we need to focus on. Can anyone help point us in the right direction? Any Marketing advice would be worth its weight in gold to us
      So far, our game has been received relatively well on the store but we are also interested in any feedback you might have, should you choose to play it.
      Do you like it? Any strong point or weaknesses we should be focusing on?
      Thanks in advance to anyone willing to take the time to answer or give the game a try.
      Starman Journey to Mars Team

    • By FenixKing
      I'm curious to know if anyone has (or knows an indie dev who has) hired a freelancer to handle the marketing activities or develop a marketing strategy for a project? If yes, is this common? and what freelance platforms - Upwork, Guru, Freelancer, Peopleperhour etc. - if any, were used?
      As somebody with marketing experience and a decent understanding of the gaming industry, I was contemplating whether this would be a worthwhile niche to get into and try first hand at creating marketing and brand strategies for game developers. 
      Apologies in advance if this has been covered before on another thread; I did look it up and couldn't find a similar post.
    • By Twofaced
      There were a lot of good reviews, so I'm trying to figure out the best way of pitching the game to someone who didn't play demo.
    • By ShyPoke
      I just had a thought, and I don't know how I feel about it ethically. 
      Right, so imagine a free game. 
      Good game, you play the game, it's a fun game. 
      But, you can buy DLC. We'll say there are 4 expansion packs (picture Blood and Wine, Hearts of Stone, etc). In each of these is a thing you can find, like a secret key. 
      If you get all 4 keys, then you can unlock a secret expansion pack. And it wouldn't be advertised anywhere. It would be a total secret (until the internet grabs a hold of it of course). Kind of acts as a little gift to the people who supported the game from the original through all the DLC.
      Naturally I can see people getting mad at it, but I feel like this would be a pretty cool thing to do. What do you guys think?
    • By jcibme
      I have been developing my first game and need some marketing and potential publisher advice. I do not have a clue how to market a demo or where do I look for potential publisher? It is a rpg/builder/farming game. The graphics and game play are not done so what would be the best method the actual concept? Could a power point (video) with concept art and some UE4 blueprints be acceptable in the gaming field, or would I need to make a video of actual game demo game play, which would take longer? 
      Any feedback and advice would be appreciated,
      Thank you
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!