• Content count

  • Joined

  • Last visited

Community Reputation

1771 Excellent

About desdemian

  • Rank

Personal Information


  • Twitter
  • Steam
  1. First day of Greenlight

      I'll make a post to update the situation. But tldr: after 17 days on greenlight, 600 unique visitors, 455 total votes, 47% approval (214), 10% on my way to the top, 0 or 1 new visitors per day.
  2. Alright! 11 days on greenlight, and work must go on. Today I show you a couple of characters that you will find on you animated adventure. This is some sort of goliat/brutus minion that will get in your way. There's no way to defeat him by punching him so you better use your head in this confrontation. This is some old master. Kill Bill style. Yes, that's a pinpogn paddle. Yes, you will have to play ping pong against him. [color=rgb(29,33,41)][font='Helvetica Neue']And if you would like to check the game, here the [/font][/color]greenlight link[color=rgb(29,33,41)][font='Helvetica Neue'].[/font][/color]
  3. First day of Greenlight

      Nothing paid for.  A few announcements on my devlog on tigsource, twitter and facebook, on a couple of subreddits. Yesterday I emailed a few websites to see if somebody wants to mention it. Let's see if that works.
  4. First day of Greenlight

    My observation is that the games industry is the developers' first customer. If you can bubble your way beyond the developer audience then you'll make it to the mainstream. Interesting. I've always heard "Developers are not your audience", and you shoudn't try to market at them since everybody is busy with their own games. I would argue that there are games that developers could very well be your audience, games about programming like TIS-100 come to mind. But the group I was talking about is not even about that. It was about people upvoting and begging up votes for their own game in exchange. And people complied even for the worst kind of greenlight garbage. What kind of garbage? This kind So you see why I want no part of that. I rather get my fee redunded and see if I can afford Direct instead.
  5. So, finally, Posable Heroes got into greenlight on monday morning. Preparation: I prepared my 512x512 logo, which has to be less that 1mb so some optimization had to be done. I decided on an animated logo for extra attention. But the animated portion was small (like 30%) so the weight would not be as high. Tip: This website was very helpful to reduce the last 100kb. I prepared my trailer: The artist had a personal problem the last couple of weeks. I could not wait any longer for the extra levels we wanted to include, so I made them myself with parts I could pickup from other levels, and from free textures found online. I got the soundtrack from audiojungle for 15 dollars. I prepared the description: Trying to use a short description at the beginning, and a main body to describe gameplay and show how the game works. I can translate to spanish myself, and a kind person translated to russian for me. So 3 languages were supported. Added google analytics. Added links to twitter, youtube and facebook. And then I pressed PUBLISH. Inmediately after submitting, (like 30 minutes after), Posable Heroes was already 6th on the recent releases list. Damn! Want an advice? Don't publish on monday mornings. Compared to it, tuesday morning has been much slower as far as new submissions goes. I had manually tracked some values on thursday and friday, and everything pointed to 1.5 new games per hour. So this was a big bump I didn't expect. But then again, I have no idea how Grenlight's algorithm works to show the game on people's queues. Is there a fixed number of impressions? Does yes/no ratio make you game more visible? Does falling to second page matters? I don't know. 26 hours later, I'm still on first page though, on slot 29th. By the time I finish writing this entry I probably have fallen into greenlight oblivion of the second page. Traffic has already slowed down and new votes (either 'yes' or 'no') have already stopped coming in. And I'm getting around 1 vote every 30 minutes... yikes. How is it going so far? I had a good run on monday afternoon, reaching around 55% yes votes. But today I woke up to a very low 40% approval. This was not unexpected, as the game is not really mainstream (nor a "gamer's game"). But I guess I did have a little bit of hope of getting a better approval ratio. Don't we all? But I'm not down about the ratio, I am worried about how few votes (overall) I'm getting. So I need to find a way to pump those numbers up. How do games in the top 100 do it? They have like 6,000 votes! Is that organic? I have been offered some promotion by shady marketing groups/companies. I don't want to go that route. One curious thing: In the first 20hrs+ I had zero "Ask me later". Then, all of a sudden, 9 votes appear there in like 15 minutes. What was that about? Anyway, on the good side, I had a good laugh with this comment: It made me chuckle. I'm thinking what other things I could do to get attention. I saw some groups on facebook but it just seems developers voting each others project, no matter the quality of the submissions. I'm not fond of that. Is that the game we are supposed to play?. Right now I'm preparing something and see if any website wants to say a few words about the game, although everyone says that getting greenlight coverage is very hard. Feel free to leave me suggestion in the comments! And if you like the game, here the greenlight link.
  6. The last month I've been putting the new artwork into the game. Still lots of work, but it's nice to see it come together. Last entry I was wondering about two diferent artwork style and trying to decide which one to keep. I decided to go with the cleaner looking one. The paper borders were just too much and made a mess. Although I did like the unique style it created, I decided to simplify. They say that perfection is reached when there's nothing else to take away... and those borders were something that the game could do without. This is the progress on some of the level I've been sharing: Level 2, before and after: Level 12, before and after: Level 13, before and after: Level 3, before and after: I'm also preparing for greenlight! Very exciting times.
  7. Hi, I'm looking for feedback.   Which one do you think looks better? With or without borders? Any suggestions?   [attachment=35406:comparacion2.png]
  8. Since the beginning I wanted to add clear borders to all my characters and levels. This was mainly due to this being a physics game, and I wanted no doubt about which object can collided with which object. Since the characters takes a lot of effort to move, then the player should find no surprises about what is a floor/wall, and what is just decoration. Unfortunately, today, assembling some new art, I realized that the white borders were just too much noise. So I made a fast mockup to test how it would look without the borders... What do you think? Should I keep the paper white borders... or should I delete them?
  9. I'll be updating as we keep making progress! The game surely will change a lot in the next months.
  10. After 3 years of working alone, I have hired an artist to work with me on the game. The pros: - I was able to work the game at my own pace (i. e. very slow) and just focus on programming, without being distracted/worried about leading an entire team. - I could change, scratch and toss away work. Redo entire levels without worrying of wasting someone else's time and my money. The first level's background actually changed 4 times. - After 3 years of working on it, I have all the levels and assets (programmer art) ready to be transformed and replaced on the game. - The artist can see if the project is worth it, as it is "almost finished" (tm). Also they can see that your are for real, and can actually finish a game. - They can estimate much better the ammount of work and budget required to make it work. The cons: - The loneliness. Sucks to work all by myself. Even having someone on the side, working on their own things is a morale booster. If I eve do it again I would like to have partners from the beginning, or at least go to one of these open offices where other people work on their own stuff. Motivation is also very hard to keep is you don't have a strong will to just "sit and work". - The tunnel view. You are working alone and its hard to challenge yourself to view things different, your vision will be blurred ond so focus. You don't have brain storming sessions with different brains chipping in a coming up with good ideas. - The project as it is engraves on your brain, and changing it after so much time requires that you break your conception of it, and accept that a new person has joined and you have to compromise. ("But that was red...", "Yeah, but this color works much better don't you think...", "but... that's always been red"). We started just doing some proof of concept to find the art style for the game. I provided references of work I liked. The artist presented me with their point of view and we worked from there, iterating a few times, finally we arrived to something we were both happy with: Then some doodles and sketches came trying to find what clothes, color and hair I wanted for the main character: Number 11 was chosen as a starting point. And then several iterations came (left to right, top to bottom). We took a worng turn at some point (blue glasses). There were too many details on the face and when shrinked to gameplay size they would clutter and make a mess. I was worried that we may never find it, but we decided to simplify and were soon on track. I was really happy with the final product.
  11. Here's an idea, going from the center to the edges: Use the Midpoint Circle Algorithm to trace a line (
  12. Thank you all for chipping in. I guess I'll use "Poser Heroes" as its pretty similar to my original title, and also to not create too much confusion if somebody already knows about the game.
  13.   Well, the "poser" part was to describe the gameplay AND to describe the character's personalities. "Posable" only has one obvious meaning. Its not bad, though. "Posable heroes", I like the sound of it, I'll think about it. Thanks     In spanish was "Los heroes más poseros". Trying to appeal to a "poser" person (as in their personality) and also the fact that in the game you can pose your characters. Like calling a manequin a poser.       Thanks, this was my biggest fear. I was just thinking calling the game "Posers", but seems hard to google, and I don't want any collision with Poser (the tool).
  14. So I'm working on a game, called "The Most Poser Heroes". It's a little bit of word play since the characters make poses in the game...   Even though it has had that title for a long time now, it wasn't until a few days ago that I though: "Wait, maybe that's not even proper english". I googled "most poser" and all I get are my own links and only a few other comments around the web.   Like, can you even be the most poser person...? Can you be "more poser" than some else? Is poser an adjective? (it is, in spanish, that's the origin of my mistake).     If it's not, does it even sound like a good kind of bad english... like when you say "I am the intelligentest person in this room!". It's bad english but, still makes sense in a goofy way.   Any thoughts?
  15. One of the levels I've been working on requires you to use a skateboard. Allthough in the level you just have to ride the skate through ramps and jumps (hard enough), for this screenshot saturday I decided to invest a little bit of time trying to see if I could make the character perform an ollie on the flat ground. It took quite some time (30 minutes?), its not the most technical ollie you will see... but hey, the wheels are on the air and the character lands it. I'm happy =). Edit: does somebody know why is my .gif not showing in this post? It shows correctly and animated in the editor, but not when I click "Publish Now". More info about the game: