How to get people to play my free, finished game?

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17 comments, last by Yidito 12 years, 8 months ago

Looks very nice, not something you can just jump into with out reading the controls :). Tried that, didn't work out well. I like the graphics and intro was a nice touch. Putting the control keys close together was a plus too.

Make sure you put a link to your game in the youtube video description, some people will play through there.

I just did. Thanks for the idea :)


Yeah, I was afraid the game could be a bit weird. For example when I watch people playing it, they almost never use the shield even though it's crucial in the later levels. I thought, oh well that's my first game, it can't be perfect :)



First off, congrats. To even finish a game is an impressive feat, but yours appears quite impressive.



As to getting people to play it, thats the tricky part... These days, casual free games are in one of two places... Flash or iPhone/Android. I just don't know what you would do otherwise... maybe upload it to a shareware download service like download.com?


I'll try to do that.

I thought of porting the game to phones, but it would require a complete rewrite since the game is mostly pure Python, so I didn't bother.


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rewrite for the phone would just be that which handles the graphics, the math involved more than likely would not change. I took a C++ project and ported it to java for a mobile device before I even knew anything about java in about a few hours, that only involved learning how variables are declared, though java and c++ are very close. You obviously know C++, therefore the port to java, which most phones use, would be easy. Just time consuming.

If you want to hit the game market running, Go for droid and IPhone. Free games get a TON of downloads.

Sprite Creator 3 VX & XP

WARNING: I edit my posts constantly.


Yeah, I was afraid the game could be a bit weird. For example when I watch people playing it, they almost never use the shield even though it's crucial in the later levels. I thought, oh well that's my first game, it can't be perfect :)


Have you asked why they don't use it? Maybe you could add something that pops up and says, "use your shield more!" if they are never using it.
I remember seeing this on the SFML forums. Its a neat little game, nice to play for a while every now and then, kinda like Dwarfs!?
When a person first plays a game, not all controls are going to be used, they may even just button mash. As the game gets played more though a person develops more of an understanding and begins to adapt. This can be said for near everything in life. I have implemented manual shield in my games, but from what I have seen in popular games, more often than not, the shield is an automatic response to getting injured, reducing the shield at the same rate as health but also taking a portion of the health that would be lost.

If an injury takes 10 life away, and shields are max, then shields are reduced by 10 instead and health reduced by 5, This gives the appearance of having more health as long as there are shields to expend, In this example where Shield strength and Health are at 100, the person can be thought of as having 125 life instead of 100, Not a big difference but keeping the manual shield and if it is pressed while keeping its current function might help the game. If you don't ever use the shield you still get some functionality out of it where as manually using the shield you get full functionality.

Just an idea.

If you did port for mobile devices though, removing the manual shield and making it automatic would most likely be a must, more so for the IPhone where there are no buttons, however the IPhone does have tilt sensors and can tell when it is being shaken, using that for bombs and using a box reticule then when clicking on the penguin could cause you to use the ladle would easily be implemented as well. Not sure how you could exploit the IPhone more as most games I have seen only have a few things you can do with them due to not having extra buttons.

Another EDIT: In the event of porting to a phone one must look at the memory imprint as phones are limited, highly doubt a 24mb unpacked program will fly on the IPhone, not with out storing all the files in a database or "If ported to Java" all that is compressed in the JAR anyways, So it will be smaller, but still around 16mb, now remove all the dll's that are used roughly 7mb and you get a 9mb game, as well removal of what looks to be sprite masks so half of 1.4mb making the game just above 8mb in total. Is still a decent size game but workable for phones. Then it is just hours of optimizing, where what is smooth and working on a PC might not be on a phone where the CPU is severely limited. And the dreaded Out Of Memory error (Which is thrown at compile time instead of run time) will end the project almost instantly.

Sprite Creator 3 VX & XP

WARNING: I edit my posts constantly.


Another EDIT: In the event of porting to a phone one must look at the memory imprint as phones are limited, highly doubt a 24mb unpacked program will fly on the IPhone, not with out storing all the files in a database or "If ported to Java" all that is compressed in the JAR anyways, So it will be smaller, but still around 16mb, now remove all the dll's that are used roughly 7mb and you get a 9mb game, as well removal of what looks to be sprite masks so half of 1.4mb making the game just above 8mb in total. Is still a decent size game but workable for phones. Then it is just hours of optimizing, where what is smooth and working on a PC might not be on a phone where the CPU is severely limited. And the dreaded Out Of Memory error (Which is thrown at compile time instead of run time) will end the project almost instantly.



You may be shocked at the level of resources available.



Amazingly phones are about comprable to the original DX9 machines these days. Now the OS's though, they often limit more than the hardware, especially Android.

[quote name='Knackebrod' timestamp='1313069779' post='4847671']
Yeah, I was afraid the game could be a bit weird. For example when I watch people playing it, they almost never use the shield even though it's crucial in the later levels. I thought, oh well that's my first game, it can't be perfect :)

Have you asked why they don't use it? Maybe you could add something that pops up and says, "use your shield more!" if they are never using it.
[/quote]
I guess they just don't think about it because they're too busy blowing stuff up. Even when I tell them, they don't use it -- I'm testing the game on mostly casual players, maybe 2 action buttons is the right amount for a casual game and 3 is too much to manage?

I did put reminders at the beginning of some levels, but some people just skip any screen that has text on it.

Like you said, an in-game reminder could be the most efficient way.


Another EDIT: In the event of porting to a phone one must look at the memory imprint as phones are limited, ....


Well, among those 24 megs, a lot is due to Python and its libraries, so that would be gone if I rewrote it in the phone's "native" language.

Also, I could shrink all images to a lower resolution, the current images are nice for a high-def PC screen but overkill for a phone screen. I'd also probably get rid of the music. All in all, the core game assets could easily fit in 2 megs, if not less.

What puts me off the most, though, is rewriting the entire game in another language. That's 210 KB of python code to rewrite plus a switch to another input/graphics library since I don't think SFML has been ported to phones yet. Plus the inevitable debugging.

I would probably give it a shot if there was a reliable way to run python on mainstream phones, but there doesn't seem to be -- that's a lot of work, and since I've worked on this game a lot already, I think I'd rather work on a fresh, new project, this time with phone compatibility in mind (i.e. no python).
Probably a good idea to start a project with phone compatibility in mind, what I think I am suggesting is that the game might have been quite successful on the IPhone. It is compact screen wise, has very fast action, great graphics, and a great concept off 2 games that are already popular in design and you pull it off without making it look anything like either.

The most popular games for phones are usually casual games with fast action and great graphics someone can play usually while waiting for something and quickly drop it for a call or what ever else they are waiting for. Sounds oddly familiar :)

Sprite Creator 3 VX & XP

WARNING: I edit my posts constantly.

damn! that was very nice!
[size="5"](To steal ideas from one person is plagiarism. To steal from many, is research) :)

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