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Mon Village est Magique: The Forgotten Crypt

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Juanjo_LS
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Post by Simon_Icehouse 23rd December 2018, 21:37

Hey everyone,

After all these weeks of hard work, finally it's official, our small game is released Wink
Here's the announcement: http://blog.theicehouse.fr/post/181356220866/hello-everyone-another-year-is-coming-to-an-end

Mon Village est Magique: The Forgotten Crypt Tumblr_inline_pk7kjfFMuk1sc3aib_500

Don't forget to share with your contacts! Many thanks
and...

Mon Village est Magique: The Forgotten Crypt Tumblr_pk7ky6t48V1tw2grqo1_500
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Post by Juanjo_LS 23rd December 2018, 21:46

Thank you Simon and thanks to all of you who have participated in this fantastic project, the first we do together!

Merry Christmas!!
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Post by Sundayink_Dave 24th December 2018, 05:19

Thanks Simon and everyone! I'll be really interested to know how many people download it, and if we get any feedback about the project.

I'm drawing more MVEM today, so I'll wish you all happy holidays and get back to it! Very Happy
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Post by RogerCAKT 24th December 2018, 10:11

Congratulations to everyone and Merry Christmas.
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Post by Simon_Icehouse 24th December 2018, 11:15

Thanks guys! I'll keep you updated after the 25th about the number of downloads, etc.
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Post by Simon_Icehouse 27th December 2018, 10:29

So, about the analytics, they are not good unfortunately.

On itchio:
4 downloads
35 views of the page

On Gamejolt:
4 downloads
14 views of the page

As soon as possible I will send a newsletter to the few people who subscribed to it. I'll write on some forums too. I will also prepare a short trailer of the game, and will eventually subscribe it on Indieboost (even though it didn't work for Kitrinos).

If you have the possibility, please share the link with your friends and familly by email, and don't forget to notify that you worked on it, and that it would be nice if they could help spread the word.

And please let's share your ideas here together if you know a few more things that we could try!
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Post by Juanjo_LS 27th December 2018, 11:00

Kipping in mind the dates that are, it's understandable... but we should not be discouraged!

This is just the beginning, our first project together... more are coming... you know Wink
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Post by Simon_Icehouse 4th January 2019, 13:28

Analytics update:

On itchio:
27 downloads
230 views of the page

On Gamejolt:
7 downloads
19 views of the page

I have communicated more with the itchio link on social networks, and it would seem that it did really have a stronger impact. I wonder if it will continue to grow? They are still very low numbers for a free game (34 downloads in total, compared to the huge number of potential players in the world!)
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Post by Juanjo_LS 4th January 2019, 15:56

Well, as I said, we must also take into account these holidays... anyway it's true that the number is low, but it's not bad to be the first project.
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Post by Josiah1221 4th January 2019, 20:36

It's true the numbers are low but let's not get discouraged. The project was completed and it was The Icehouse's first collaboration. I think that in itself is a great accomplishment and reward! But hopefully now that the holidays are past we might see more interest. Smile
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Post by Simon_Icehouse 5th January 2019, 11:57

I don't know, even with Kitrinos it was difficult (isn't it Yaz?)

I have the sad feeling that if you don't come with a very polished game nowadays, you have almost no chance to reach the majority of people.
Having the games played by Youtubers could help, but then often have different tastes of what I create!
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Post by Yazorius 5th January 2019, 12:38

The success is not easy, indeed: if there is no stress, shoot, monsters, death of the player and annoying challenges, the game can not reach the crowds. Not to mention that the game must be refined to the maximum, and even if it is "independent" it must be able to compete with the professional productions.

And when conditions are met, it is difficult to succeed, so when you do not get any, it becomes absolutely impossible. Not to mention the fact that the visibility in our time depends greatly on Steam, since all players seem to see this monopoly as the only gaming option. And a free game never has as much impact as a paid game (even a minimum), because for many people, free games are bad and unsellable, and they can not do business at sales, or feel invested with the imperative to insist on the first obstacle in the game (if they stop after 5 minutes, they lost only time).

So, logically, a Visual Novel with "simplistic graphics", "childish story" and "short life" is very unlikely to find an audience, moreover if the game is not on Steam. When I see the pitfall of De_Offectibus, necessarily it does not motivate (but I intend to take advantage of the "SCREAMWORLD" gamejam, end of February, to achieve an additional chapter). Kitrinos also sometimes has a renewed interest in players, but I have no doubt that its relative success depends primarily on its presence on Steam.

From there to deciding to make a rotten game that "sutpid players" will love, he has only one step to go, motivated by the "easy success"

french version : Le succès n'est pas facile, en effet : s'il n'y a pas de stress, de shoot, de monstres, de mort du joueur et de challenges énervants, le jeu n'arrive pas à atteindre les foules. Sans compter qu'en effet, le jeu doit être peaufiné au maximum, et même s'il est "indépendant" il doit pouvoir rivaliser avec les productions professionnelles.

Alors forcément, lorsqu'on réunit les conditions, c'est déjà difficile de réussir, alors lorsqu'on en réunit aucune, ça devient carrément impossible. Sans parler du fait que la visibilité à notre époque dépend énormément de Steam, vu que tous les joueurs semblent ne voir ce monopole que comme la seule option possible. Et un jeu gratuit n'a jamais autant d'impact qu'un jeu payant (même un minimum), car pour beaucoup de gens, les jeux gratuits sont nuls et invendables, et ils ne peuvent pas faire d'affaire lors des soldes, ou se sentir investis de l'impératif d'insister face au premier obstacle dans le jeu (s'ils arrêtent au bout de 5 minutes, ils n'ont perdu que du temps).

Du coup, logiquement, un Visual Novel aux graphismes simplistes, à l'histoire enfantine et à la durée de vie courte n'a que très peu de chance de trouver un public, qui plus est si le jeu n'est pas sur Steam. Lorsque je vois l'écueil de De_Offectibus, forcément ça ne motive pas (mais je compte bien profiter de la "SCREAMWORLD" gamejam, fin février, pour réaliser malgré tout un chapitre supplémentaire). Kitrinos a lui-aussi parfois un regain d'intérêt auprès des joueurs, mais je ne doute pas que son relatif succès dépend essentiellement de sa présence sur Steam.

De là à décider de faire un jeu pourri que les joueurs bas-de-front aimeront, il n' a qu'un pas à faire, motivé par le "succès facilité" ...

Espanol version (Google made ... not sure it will be good ^^) :

El éxito no es fácil, de hecho: si no hay estrés, disparos, monstruos, muerte del jugador y desafíos molestos, el juego no puede llegar a la multitud. Sin mencionar que el juego debe ser refinado al máximo, e incluso si es "independiente" debe poder competir con las producciones profesionales.

Entonces, inevitablemente, cuando se cumplen las condiciones, es difícil tener éxito, por lo que cuando no se obtiene ninguna, se vuelve absolutamente imposible. Sin mencionar el hecho de que la visibilidad en nuestro tiempo depende en gran medida de Steam, ya que todos los jugadores parecen ver este monopolio como la única opción. Y un juego gratuito nunca tiene tanto impacto como un juego pagado (incluso un mínimo), porque para muchas personas, los juegos gratuitos son nulos y no se pueden vender, y no pueden hacer negocios en ventas. o sentirte involucrado con el imperativo de insistir en el primer obstáculo en el juego (si se detienen después de 5 minutos, solo perderán tiempo)

Por lo tanto, lógicamente, es muy poco probable que una Novela Visual con gráficos simplistas, historias infantiles y vida corta encuentre una audiencia, además si el juego no está en Steam. Cuando veo el escollo de De_Offectibus, necesariamente no me motiva (pero tengo la intención de aprovechar el gamejam "SCREAMWORLD", a fines de febrero, para lograr un capítulo adicional). Kitrinos a veces también tiene un interés renovado en los jugadores, pero no tengo dudas de que su éxito relativo depende principalmente de su presencia en Steam.

Desde allí hasta decidir hacer un juego podrido que a los jugadores idiotas les guste, solo tiene un paso que hacer, motivado por el "éxito fácil" ...
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Post by Simon_Icehouse 5th January 2019, 13:53

What I find strange with Kitrinos is that even a community of passionate players like Adventure Gamers didn't bother about it (there were very few people interested in the announcement news, and the forums' thread was not very lively. I'm sure they didn't try it (for most of them), and I don't know if it is 1/ because it's the Black Cube series and they're not fond of it, or 2/ because it's a free game and they have better things to do and many other commercial games to play? I'm very curious but it's really difficult to have an honest feedback from players).

What about PA, did you have a nice feedback Yaz? (Kitrinos, not MVEM of course!)
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Post by Juanjo_LS 5th January 2019, 15:46

Many factors influence but for me the most important thing is that we did something together and we finished it... the next one will be much better Cool

PS: Yaz, I think you don't need to translate your texts... they become very long, hahaha.
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Post by Yazorius 5th January 2019, 15:51

I think it's basically because this game is free. Free is the opposite of credibility. Even at 0.99 euros, the game wins seriously. And strangely, with the same players, it's the opposite when you switch to Android: free games are a success that paid games, even very cheap, do not have. That's why I started a portage (which takes time, because the engine is no problem on tablet but reveals all the hidden secrets of each scene on smartphone <_ <).

Kitrinos would eventually have to release free on Android and pay on PC. This is also the case of many games and applications: cheap or free on Android / iOS, and paid on PC. A lesson we learned at our expense. In addition, not giving a price for Kitrinos especially showed the players that we did not trust the seriousness of our own game. In short, an error not to do again.

People are not interested in gifts that do not save them: better set the game at $ 9.99 while integrating it into promotional offers, bundles, even holiday gifts: there, players will be delighted to make a saving, and so will stupidly give more attention to the game. The human being is sometimes depressing stupidity. As for PA, the players loved the adventure, the universe, the logic, ... We did "play together" for Kitrinos, and it was the momentous and dynamic moment of the time in the forum .

version française :
Je pense que c'est essentiellement du fait que ce jeu est gratuit. La gratuité, c'est l'inverse de la crédibilité. Même à 0.99 euros, le jeu gagne en sérieux. Et bizarrement, auprès des mêmes joueurs, c'est tout l'opposé lorsqu'on passe sur Android : les jeux gratuits ont un succès que les jeux payants, même très peu cher, n'ont pas. C'est pour ça que j'ai commencé un portage (qui me prend du temps, car le moteur pose aucun soucis sur tablette mais revèle tous les secrets cachés de chaque scène sur smartphone <_<).

Kitrinos aurait au final dû sortir gratuitement sur Android et payant sur PC. C'est d'ailleurs le cas de beaucoup de jeux et d'applications : peu cher ou gratuit sur Android/iOS, et payant sur PC. Une leçon qu'on aura apprise à nos dépends. De plus, ne pas donner un prix pour Kitrinos a particulièrement montré aux joueurs qu'on n'avait pas confiance dans le sérieux de notre propre jeu. Bref, une erreur à ne plus refaire.

Les gens se désintéressent des cadeaux qui ne leur font rien économiser : mieux vaux mettre le jeu à 9,99 $ tout en l'intégrant dans des offres promotionnelles, bundles, voire cadeaux des fêtes de fin d'année : là, les joueurs seront ravis de faire une économie, et donneront donc bêtement plus d'attention au jeu. L'être humain est parfois déprimant de bêtise. Quant à PA, les joueurs ont beaucoup aimé l'aventure, l'univers, la logique, ... On a fait des "jouons ensemble" pour Kitrinos, et c'était le moment phare et dynamique de l'époque dans le forum.

Spanish version (thanks to Google)

Creo que es básicamente porque este juego es gratis. Libre es lo opuesto a la credibilidad. Incluso a 0,99 euros, el juego gana seriamente. Y extrañamente, con los mismos jugadores, sucede lo contrario cuando cambias a Android: los juegos gratuitos son un éxito que los juegos pagados, incluso muy baratos, no tienen. Por eso empecé un portage (lo que lleva tiempo, porque el motor no es un problema en la tableta, pero revela todos los secretos ocultos de cada escena en el teléfono inteligente <_ <).

Kitrinos eventualmente tendría que lanzar de forma gratuita en Android y pagar en PC. Este es también el caso de muchos juegos y aplicaciones: baratos o gratuitos en Android / iOS y pagados en PC. Una lección que aprendimos a costa nuestra. Además, al no dar un precio a Kitrinos, los jugadores demostraron especialmente que no confiábamos en la seriedad de nuestro propio juego. En resumen, un error por no volver a hacerlo.

La gente no está interesada en los regalos que no los salvan: es mejor configurar el juego a $ 9.99 al integrarlo en ofertas promocionales, paquetes, incluso regalos de vacaciones: allí, los jugadores estarán Encantado de hacer un ahorro, y por lo tanto estúpidamente prestará más atención al juego. El ser humano a veces está deprimiendo estupidez. En cuanto a PA, a los jugadores les encantó la aventura, el universo, la lógica, ... "Jugamos juntos" para Kitrinos, y fue el momento trascendental y dinámico del momento en el foro.

PS: Yaz, I think you don't need to translate your texts... they become very long, hahaha.

Oups Embarassed
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Post by Simon_Icehouse 5th January 2019, 17:00

I think it's nice to post a translation in French: if Yaz writes his messages in his native language, it's easier for him, so it would be a shame not to post both English and French (maybe the Spanish is too much?)

Je pense que c'est bien de poster une traduction en français : si Yaz écrit ses messages dans sa langue maternelle, c'est plus facile pour lui, donc ce serait dommage de ne pas poster à la fois en anglais et en français (l'espagnol est peut-être de trop ?)
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