No, I got hit but a bit earlier than most. Sales went from reasonable to zero literally overnight as my games were no longer on the discovery queues.
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Oh yeah I remember that. There were some earlier algorithmic shuffles but I don't think they were are widely sweeping as the Oct one.
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Replying to @GreyAlien @xiotex and
Probably some random testing to see the impact of the new algorithms before pushing the button in October.
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Replying to @glassbottommeg @xiotex and
Byron's was like a year+ before the Oct thing, and I think there were others. So it wasn't the first time this has happened, just the biggest AFAIK. Like pre-quake tremors.
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Replying to @GreyAlien @glassbottommeg and
@pcmacgames@puppygames Didn't you get mashed by the algo/coupon changes at earlier dates?3 replies 0 retweets 0 likes -
Replying to @GreyAlien @glassbottommeg and
it's hard to pick apart the changes against the backdrop of the dismal failure of our games in general. All I can safely say is, if I wasn't doing this for the love of it, we'd be ruined by now.
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Replying to @puppygames @GreyAlien and
the coupon flow, which had been until now providing us with a steady but low drip feed of cash, did become very erratic and unpredictable at one point, but I've really given up trying now
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Replying to @puppygames @GreyAlien and
in the meantime the only way we can realistically survive as games makers is to carry on working 60 hour weeks, into the night after spending all day working for the Man, wrecking our health in the process.
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Replying to @puppygames @GreyAlien and
I feel lucky that I can do this full-time, but I make simpler games (no 3D!) and I always keep an eye on the budget otherwise... impossible
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Replying to @WinterwolvesG @pcmacgames and
This is bascially the same as the mid-late 2000s. 2D, careful with budget, understand the market etc.
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yes, exactly. But who knows, for now it worked, maybe in future won't!
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Replying to @WinterwolvesG @pcmacgames and
Some version of this is likely to keep working. The players who like indie/small stuff don't disappear, they just get harder to reach, and the preferred genres shift. The basic interest doesn't really... go anywhere, though.
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Replying to @glassbottommeg @pcmacgames and
What I find personally worrying is that, historically, it worked by cultivating a following for a specific genre that people kept wanting more of. If my work is more "a pick and mix of cute etc", without a clear unifying gameplay type, can that also work? Who knows!
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