Noticed @tha_rami talking about this post-mortem: http://www.gamasutra.com/blogs/SaraCasen/20180924/326638/Development_PostMortem_of_Project_Lake_Ridden.php …
From my perspective, I can tell you immediately why this game unfortunately didn't sell: It has no hook, no identity. I can't tell from screenshots and videos what sort of game it is, or what I do in it
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I knew what it was, I just thought that it was very "throwback" in its look/feel. Modern graphics but the puzzle box/old house aesthetic is very old-school puzzle games like 7th guest and Myst, but that's a hard genre to crack into these days even if you had those IPs to leverage
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i still actually don't know what sort of game it is, even after reading everything haha. Is it like The Room?
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Totally agree, though I also think the scope point is the #2 most important. Why risk everything making a 9 hour high polish first person puzzle horror as your first game? They could have done 1 hour, or less polish, or a multitude of other stuffpic.twitter.com/fyj3izW6MC
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I can tell what type of game it is, but tend to still agree that it's missing a good enough hook for me to be interested. Would you say more saturated market resulting in overflooded backlogs and humble monthlies/sales have huge impact on initial sales?
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Could you show an example of a screenshot that has this hook?
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Hmm, looking at a video as a player I would judge that it's a 3D hidden object game, which is a scary proposition to sell
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From a marketer, this over and over on repeat until the end of time. If you can’t think of a compelling reason to play your game instead of any other, it makes my job much harder.
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What kind of hook do you think would work for a game like this or could you give another example of a game with a good hook? (I know your Descenders hook from the GDC talk) Would pushing more mystery, story or even the development background help?
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