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Getting Feedback is difficult
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[quote][b]Guybrush[/b] wrote: Hmmm. So 50% of your feedback is that the price is too high, therefore you choose to ignore it (because you don't agree with that) and then you complain that there is not enough feedback. Are you actually looking for feedback, or do you just want people to validate your opinions and to tell you how to make your game because you don't want to put the effort in to work it out yourself? That was deliberately harsh on my part, to make a point. Now let's get on to the constructive feedback. First, look at the price comments. Why do they say that? Well, they're comparing to other games that are cheaper. How are they comparing? Initially by the look of the game. Your modelling is simplistic, the textures are repetitive, the whole game doesn't look very good, and certainly not something worth paying anything for. So now you have 50% of your comments complaining about the quality of the graphics. That's actionable data that doesn't require you to lower the price of your game. Unless you go Minecraft 8-bit you have to go Fallout 4. There is no space in-between as far as quality goes. And the environment has to be a believable location that looks like it was lived in, or it has to be procedural and really interesting. The middle ground just feels lazy and cheap. Finally, you need to always be pushing what the game is actually about, within the game. Don't just leave the player to fool around. Guide them to play the game in the way that is most fun. You're clearly not ready for public feedback yet. Like Hales says, you need a trusted person with good instincts to help you get it to the stage where you're exciting players, not p***ing them off. You launched too early. Don't blame the players for that.[/quote]
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