I think those are better stats than mine on its first day a few days ago. You'll get up there though so I wouldn't worry ;-D quality work
My game, on the other hand, I'm concerned for, because everything is going great, both on
Greenlight and
Kickstarter, but the pace has me worried I won't make the Kickstarter goal >_< I'll be promoting locally as well at a few events so I hope that has some effect.
If all dosn't go well for my Kickstarter, I would love to maybe take a break from coding and work with one of you guys here by me doing the art for a game.
Handling a kickstarter is a much bigger endeavour, and I'll admit to already dreading the prospect of making one, even though it's months and months away, for another project! I have no useful advice or comments, except good luck!
Here's some insight into what those numbers mean. You may already know all this, but personally I wasn't aware of the specifics this goes into, and I'm sure somebody else here would find it interesting if nothing else.
Thanks for the link! Yeah, I head read most of this information, but it's still good to keep it mind.
Voted for ya on Greenlight Pehesse. It's looking super great!
Many thanks! Looking forward to... whatever it is there is to look forward to :-D
Voted. Its not against the rules to post your stats.
So its gonna be free? because there's no pay-what-you-want option in Steam
Oh, it's not? Good, then :-D I'll post more if you're interested!
The game will use the "free" option on Steam, yes - I'm not sure I'll be allowed (but I'll still most likely give it a try) to link to the support pages from the game's storepage, and there will also be links and explanations of the whole model within the game itself, though I'm still working on the presentation and exact phrasing of all of that. The last thing I want is for it to be intrusive so no "donate to remove ad" type of thing, but I still need it to be visible and seen for obvious reasons.
So far the plan is to add it as an easily accessible option from the title screen, right alongside the credits, and possibly add a callback to that option after the end credits roll during a normal playthrough, but I'm still working on the exact flow - and to be honest, I'd rather get the game done first and worry about that later!
Voted for ya too Pehesse, good luck! I love your game's visuals.
I'm wondering this too, I'm guessing there will be an in-game transaction? The way I'd do a pay-what-you-want on Steam is making available an "item" for in-app purchase (for, say, $5) that people can buy optionally and an infinite amount of times. People who want to pay $50 could just buy the item 10x times.
This way, Steam handles all the behind-the-scenes transaction stuff and you don't have to worry about it.
There's also the option of just linking to an itch.io page from inside the game, but I don't know if Valve would be OK with that.
Thanks a lot!
I hadn't considered ingame transaction at all - my initial reaction would be "not sure about that", but that's actually something interesting to consider the more I think about it. I just don't think I'm up to the task of securely setuping financial transactions from within the game, so I'd probably rely on redirecting people to sites with actual working secure backends, such as itch.io, patreon, or the game's website with paypal widgets.
As I said above: still working on how exactly to phrase, present and get all of this working correctly and fluidly both within and outside the game, since there's no ready-made solution available :-D