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MARDEK - Steam Stats After 1 Week
4 years ago - Edited 4 years ago2,205 words
MARDEK has been ∞ available on Steam ∞ for a week now. Here's a look at how it's performed.



In its first week, the base game has sold 773 copies for a gross total of $6194.

However, there were 22 returns (2.8% of purchases), and Steam takes a cut, so the earnings are actually $5514.

It also says that the 'lifetime unique users' is 553, though I don't know what that means. Does it mean ~200 people bought multiple copies or something?

It's also on 1,565 wishlists, though I don't know if this is in addition to or including paid customers.


However, there's also the OST & Extras package, which has its own sales stats.

This has sold 414 units, for a total (after charges, returns, etc) of $1594.


This gives a total of $7108 earnings for the first week. That's £5568 in my local currency.


However, look at the graph there. This "L-shaped" curve seems to be the norm for game releases, where an initial launch-day spike is followed by a very rapid drop-off to essentially nothing.

Additionally, it has something like 55 reviews (or 57? Steam's confusing), which were 100% positive for a while, but someone mentioned that there's a negative one from someone who didn't like the immature humour, though this review didn't even show up when I just skimmed the reviews section.



Putting this into Perspective

The only other thing I've released on Steam, Sindrel Song, took the better part of a year to develop and sold 128 units for a net total of $1246 (£976). Around 110 of those came from the first week. (And obviously essentially nobody who played MARDEK checked it out, as I'd hoped some people might.)

MARDEK is also a more-than-a-decade-old Flash game which has been available for free for that duration, and still is! It was played by millions back in the Flash days, and received near unanimous praise at the time. In the years since, I've been thanked for creating it - and/or pestered to make more - by a steady trickle of strangers, suggesting that it had some serious staying power in at least a few people's minds.

I also didn't exactly advertise this port anywhere; I haven't posted on Reddit yet or anything (I still might, to talk about it to other devs if nothing else, but we'll see). Maybe I should also mention it on Kongregate, though it feels weird to essentially ask a largely non-paying audience to invest in a game series I've no intention of finishing in a way some of them might like.


I don't remember if I linked to this video or not, but it's one that I found while doing some research recently:



Seems his novel game made about as much as this did. He also mentions towards the end that he spent four years on it (I wouldn't have guessed from the brief clips). Very different backgrounds for each of the games, though, obviously.

By contrast, I mentioned this video in another post:



This person earned $75k in his release week because he'd been consistently generating buzz around his game for the year leading up to its release.


I've been getting emails from people asking for free access keys so then they can stream/review the game; this seems to be par for the course. Some ask for a couple of keys, some ask for way more. Many link to curator pages with content not even in English (Russian is a common one), or youtube channels with a bunch of unappealing-looking videos where they play popular games (not even indie ones) and which get ~1k views at best. I've been ignoring these (I sent out some keys for Sindrel Song to some who asked; look how much that helped), though I've also been checking their profiles to see what kind of reviews they do.

(It seems that few of them actually resell the keys since there's no profit in selling two keys for some obscure game, but a lot of them seem to gain pleasure from appearing high in the Total Games Owned list, as if it's a leaderboard, and this helps them achieve that without actually spending money. Some might just genuinely be people trying to help a streaming 'career' which isn't earning them enough to even pay for games.)

One of those reviews (which seems to consist of a single word, "CurseLit"?) led me to this game called ∞ Crystal Story: The Hero and the Evil Witch ∞. The description says:

This game is a remake of a flash game that was published on Newgrounds in 2011. This 2020 version builds it from the ground up with all new gameplay and features


It looks... amateurish, honestly, and generic, but obviously a lot of work has gone into it, and the store presentation is at least thorough. I don't remember this game in its original Flash incarnation - or maybe I kind of do, but it's so generic I could be remembering something else - and perhaps I'm not alone in this; I notice it only has 3 user reviews, despite being released over a month ago (one of which got it for free, and the other two are lukewarm). I wouldn't be surprised if the sales were as poor as Sindrel Song's.

It's so sad to see, and I wonder about the psychological effects of that on the developer.

Notably, however, there's a ∞ Crystal Story II ∞, released on Steam in 2015, which has a much more impressive 230 reviews (Very Positive overall). Hopefully that earned him a decent bit of money.



How do I feel about this?

Do you feel that I should be proud that MARDEK generated around $7000 in a week?

This is about the same amount that I was originally paid for MARDEK 3, back in the day, from what little I recall. Or something like that anyway; it could have been more, or less, but I remember it was four figures. MARDEK 2 also earned four figures, though significantly lower, probably like $2000 or $3000, I can't remember, while I suspect MARDEK 1 earned considerably less, maybe just a few hundred. There's also shared revenue from Kongregate, but that's a trickle, and I think contests awarded maybe an extra $1000 or so? I should have been keeping clear notes at the time. One of the reasons I'm writing this now.

This isn't nothing. And I am glad that it earned anything at all.

However. The national minimum monthly income in the UK is apparently £1360. That means that MARDEK on Steam earned what someone would get working a minimum wage job for about four months.

This would be great if I'd spent a month making it! But I spent a month just porting it; actually creating it took around four years.

If we generously estimated that MARDEK earned around $10k (~£8k) originally and $7k (£5500) this time, for ~£13500 total, and took four years, that means that if I'd had any kind of traditional job for that duration, I would have earned at least around 5 times as much money. Obviously having a higher-paid job would have netted me far more.

I don't know how much the unemployed get on benefits/welfare, and googling it just gives figures for how much the UK spends on that as a nation each year (annoying). It's probably more than I got from this.


This is... frightening, honestly. I'm worried about being able to keep doing this. Sure, there's the potential to earn a ton from this if all goes well, but it's hard to be confident when the actual stats are what they are and a level of comfortable success is so hypothetical.

Obviously releasing a port of an old game is very different to releasing something new. Essentially everyone who's bought MARDEK is an old fan who loved it, but I feel weird pushing it anywhere else because I feel that's the only audience, which is limited and dwindling. Especially since it's just a port, not even a remaster or anything.

I'll make much greater efforts to promote Divine Dreams since it's currently in production.

Still, one of the reasons I wanted to port MARDEK was to gauge the interest in it after all this time. The way some people speak of it, it seems like it should have earned more attention and money than it did, but perhaps these stats make clear that the audience is more limited and why a direct continuation of the series - catering essentially just to that audience - wouldn't be viable (though the notes also seem to have made this clear in the minds of people who've mentioned their thoughts about them to me).

Perhaps also it'll receive a steady trickle of sales as new people remember the series and search for it or me directly. That's not something I can really rely on though.

Apparently sales also get a bit of a bump when you run a discount, but as the discount chops off a significant amount of the cost, I wonder how much this would count for actual earnings.



Aside from all the money stuff, I've received some really wonderful comments from complete strangers over the years about their love of MARDEK, their stories of playing it for countless hours during their youth, how it helped them during dark times or even inspired their future careers. There was of course a surge of these kinds of comments alongside this port, and the reviews on the game are full of them. Some brought me to tears.

It's always so surreal reading them, even now. Thinking that some silly thing I made largely as a hobby to entertain myself as a lonely, awkward teenager could have brought people such joy. It's so strange to think that other people have discussions about this thing, with real spoken words and everything. People devote some of their thoughts to its details, become invested in its characters.

This is the bit that means the most to me, and which makes me want to keep doing this. I just want to bring joy into people's lives like MARDEK clearly did. It seems like such a waste to have the skills which could potentially bring such things into being, and to go and stack shelves or do data entry or something just to earn enough money to cover basic survival costs.



Obviously I'll need to try harder with the actual making-money-from-this side of things if I want to keep doing it.

I already revived ∞ my Patreon account ∞, and I'm immensely grateful for the 35 people who are currently supporting me on there! I need to start posting there, though; maybe I'll post some of the concept art I've been doing for the other Divine Dreams characters I've not revealed elsewhere yet. I'm still thinking about it, and I have so little time (it's all spent actually developing) that I end up putting it off for days.

I've also talked about doing a Kickstarter a few times. I need to get a bit further along with Divine Dreams first.

And recently I spoke of how I might release Divine Dreams in chunks, sort of:

- It'd consist of a trilogy of games, each of which would have its own Full Release and Steam store page.

- Each of these would be made up of six episodes.

- The first of these episodes would be a freely available demo, released alongside the Kickstarter, while the others might be released as they're ready to patrons of a certain tier.

- When all six episodes were complete, I'd compile them into the Chapter and do the full release.

- Repeat three times.


So I have plans. Whether they'll work out, I don't know.

I'm seriously concerned about the future, though. I have no financial stability at the moment at all. I'm lucky, I suppose, that my parents are quite happy to support me for now, though they're in their sixties now so they won't be able to work for much longer. They won't live forever either. And I feel awful leeching off them. I suppose we're all hoping one day this might pay off in a big way, and I'll earn enough from it to be able to pay them back and support myself for long enough to keep doing it. But I really don't know. It's tough.

I am at least getting somewhere, though. This is more money than I've earned in a long time. I suppose it's all about taking it one step at a time.

Thanks if you were one of the ones who bought MARDEK though. I don't want to seem like I'm not grateful, since I really am. I just wish the cost of living wasn't so damn high!


Oh, and I set up a (private) Discord a few days ago, but I've been neglecting it for a while because I've had other stuff to see to. I should hopefully get around to finishing some setup with that soon, and maybe in time a new community will build up, which might help.

23 COMMENTS

Ampersand68~4Y
If you're going to give out keys as advertisement, I think doing a mass giveaway on a site like SteamGifts would be the way to go. Thousands of people visit that site daily, and if you give away 50 copies you're guaranteed a spot on the front page, essentially netting one to two weeks of free advertising. I think it'd be more reliable at getting eyes on product than gifting a copy to random "reviewers" or "streamers".

You could also try getting your games into bundles, which while they might not translate to much in direct profits, do act as a way to spread awareness that they exist. Not exactly sure what process you need to go through to get on a bundle, but I'm sure someone more knowledgeable can elaborate in another comment.
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Tobias 1115~4Y
What is SteamGifts? I just looked it up, but it's not obvious what's going on there! Do you know of any success stories from devs who've used it?

Psychologically, though, do you think anyone who browses games on that site is going to be in the state of mind to buy any? Or do they just pass over any which aren't free? This is also my primary concern about any benefits the 'exposure' streamers promise would ever have.
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Ampersand68~4Y
SteamGifts isn't actually a storefront, it's a giveaway (via raffle) site operated for and by users- all games there are "free" in the sense that they're giveaways, but free games are not allowed as giveaways (because what would be the point). Personally, it's resulted in me putting a lot of interesting games on my Steam Wishlist (which is encouraged since there are also Wishlist Giveaways). Giveaways also have a link to the actual Steam store page where interested parties can check things out.
[LINK]
This article linked above seems to indicate that using SteamGifts to advertise one's game has a decent conversion rate compared to other kinds of advertisement, and utilizing a mass giveaway rather than a single giveaway should allow for more exposure than the author got, since it's not going to get lost in a sea of other giveaways. Yes, it's giving up 50 potential sales, but on the other hand, those 50 winners would probably have never even heard of the game otherwise. It's not exactly "free", but when you're working from low sales numbers to begin with, it's also not a particularly risky investment (especially compared to actually buying adspace with real money).
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Astreon152~4Y
If you don't find it by skimming, just select "negative reviews" instead of "all".

She recently translated her comment in english, so it might be more interesting for you to read now.

[LINK]
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AdmiralLara49~4Y
I suppose if you don't want me to comment here, I have nothing left to do but apologize for whatever I did that caused so much fuss. Looking forward to following you on Twitter and reading your posts nonetheless.
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Tobias 1115~4Y
Surely you're not that oblivious?
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AdmiralLara49~4Y
Uhh... I hope not? I'm sorry for arguing about the price of your game for so long. At least you made some money off of it by now.
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Slothboy2531~4Y
Hello Tobias, I just found your website from playing the old MARDEK game on Steam! I remember it from my childhood, good times. I am glad to say that you were one of the people who you helped inspired a love of games and thinking in.

I am especially happy to hear that the games are doing fine on Steam overall. Though I have to say that I imagine they have done exceptionally for something with no promotion! That is most likely what you need the most of at the moment.

But I'm not entirely sure if the way you've decided to go at this specific project is the right one. Your new project seems to be different enough that people who mostly remember the old MARDEK won't recognize it as the same, but at the same time intends to span 18 episodes over 3 chapters. This is the sort of major commitment that you should probably decide to gauge interest in before you get yourself so invested.

Would it maybe make sense to work on/finish smaller, more easily promotable projects before starting work on this behemoth? That way, you might have some security and a larger audience to run a Kickstarter with. Otherwise, I see a real risk that this will crash and burn. And nobody wants that!!!

Anyway, just wanted to thank you again. You were my childhood idol for a time, and you certainly deserve to make at least minimum wage!!! But with capitalism being the way it is... alas. I suppose you'll have to make do with having to spend a significant chunk of your time on promotion.

I'm also looking forward to seeing that community Discord open! Waiting for the big announcements to come out...
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Tobias 1115~4Y
I certainly understand where you're coming from, seeing this gargantuan undertaking I've set for myself as potentially unwise. But I don't seem to be any good at writing shorter games!

I've certainly tried. Last year I wrote a few blog posts specifically about this, playing around with ideas, before deciding on one which turned into Sindrel Song. Because of how I'm inclined to create, instead of spending a month or two on it, it took around six, then it was even longer before I released it on Steam because of all the hurdles involved in that whole process (both technical and psychological on my part). In the end, it was too niche and obscure and was a financial flop.

Even MARDEK was originally created in a folder called "QuickQuests" because I intended it to be a bunch of short things I could release on the side while working on my more important projects in the background. But look how that turned out!

Creating a bunch of short projects might sound simple in theory, but it's more complicated than that. Coming up with ideas is tough, and there's no guarantee that any of them would succeed. Each one is a fresh new challenge just to get people invested, and there's no real continuity between them to keep a thread going.

With Divine Dreams, I anticipate that the first one will get a 'meh' response, but then the second might get more hype because people who've played the first are looking forward to seeing what happens next. Then there might be even more of a boost for the third. This is what happened with MARDEK, and people pestered me for a MARDEK IV years after I released the third in a way they never would have if I'd released a set of small, unrelated, 'throwaway' games.

When you say it as 18 episodes, that does sound like a lot, but each of these 'episodes' has a discrete number of parts: one primary dungeon, some monsters to inhabit it, a new music track for that dungeon, and some plot conversations along the way. Each would be an hour or two of gameplay, maybe.

What's huge though is that I'd be reusing an enormous amount of assets and the same general gameplay mechanics for each one. Once the characters and battle system are finalised, they'll remain as they are (for the most part) through all three chapters. Reusing resources in this way wouldn't be possible with a set of unrelated ideas.

I made Taming Dreams in this way back in 2015, and production actually went really smoothly on that. The reasons I didn't keep it up were unrelated to the creative side of the project: I was working in the (then-obsolete) Flash, I was making it exclusively for Android phones, and I ended up changing my life direction and going to university after the third chapter for a bunch of personal reasons, which put Taming Dreams very much in the background.

When I worked on that, I spent several months laying the foundations, writing the story, crafting the gameplay mechanics and making some assets, and once that was done, each of the episodes only took a few weeks to make from start to finish. I can see Divine Dreams being very similar. It might take a while before I get the first out, but after that, the remaining five episodes of Chapter 1 should flow fairly quickly. Together they'd probably be around as much work as MARDEK 2, which I did finish.

Whether it'll work out, I don't know, but I think it has enough going for it to be more remarkable than any other shorter things I could hypothetically create.

Of course all any of us can do is guess, but I've certainly given this a lot of thought, and the direction I've chosen is based on about 16 years of experience making games and getting a good feel for what works for me and what doesn't.
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Slothboy2531~4Y
Thanks for replying to my comment in such detail! I do respect your many years of experience and the fact you know what works best for you by now, productivity-wise. I get that coming up with new ideas is tough, there wouldn't be any guarantee of success, and that you'd have to promote each new game idea separately.

I also get your point that you're hoping that a Chapter 2 will then gather more interest, but I think for a paid game like this, the opposite may be the case. I imagine you might find it hard to get many new people hyped for the release of, say, a paid Chapter 2 or 3 since you'd essentially have to buy and play Chapter 1 first for it to make any sense. That's already a significant psychological barrier for many people, unlike the old days, where all the games were free and easily accessible. Sure, you'd have people excited for Chapter 2 who've already played Chapter 1, but by then you've significantly limited your audience! An episodic format works more naturally for, say, a traditional TV, book or comic series or a comic that most often tells self-contained stories (as opposed to the less self-contained, more elaborate TV series released these days, which most often appear on subscription services for that reason, where you've essentially already bought access to the entire thing). From what I gather, your new series' chapters wouldn't be self-contained and would be released over a very long time frame, which might make it harder to keep people's interest in a project with years of time between released chapters.

There are a number of episodic games out there, but you really have to look into how to do it right if you want to succeed with that model. I would recommend reading this blog post on Gamasutra which goes into the challenges of releasing an episodic indie game (the excellent "The Lion's Song", which sold over a million copies) [LINK] (note that "Episode 1 gets most media traction, whereas all episodes after that seem to drop in term of media coverage"). And this is an experienced PR team writing this!

So I'd be worried that if you don't get a lot of players for Chapter 1 from the start, this project might not go as far as you hoped. And imagine what that would do to your morale! Having released the first part to a "meh" response, as you put it, and then realizing that you're only 33% done with the project - you'd have years of work left - and the other chapters don't inherently have a greater chance of success... I never played Sindrel Song, but imagine if you had conceived of that as an episodic release!

I also don't see why you would want to add them as separate games on Steam? It wouldn't make a lot of sense for people to buy Chapter 2 without having bought Chapter 1! If you're dedicated to an "episodic" format, why not release the episodes/chapters (whatever you feel more comfortable with) as updates/paid DLC for one Steam game? You could have a "Season Pass" type offer where you would purchase all the episodes in advance.

I really hope this doesn't feel discouraging or oppositional to you, I don't want to bring you down. Lord knows, I'll play it! But I look at your past posts and I see so many different projects in your mind that seem really interesting in their own right but were never released. And I worry about the risk of "blindly" rushing into a quasi-episodic structure like this.
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Tobias 1115~4Y
I know you weren't aiming to be discouraging, but honestly this is just so crushing... I've already poured essentially all of this year into planning this thing, but maybe it's just not realistic if it would all go downhill rather than up after the first episode. I don't know what to do though. Try to cram all I've planned into one part? Quit? I don't know... It's going to be really tough gaining any traction either way.
2
purplerabbits148~4Y
There is a game called Sally face that had the DLC pass expansion for chapters 2-4. And chapter 1 is a paid game. Now it is a horror game so I'm not sure if you'd be able to watch it, knowing how you are not a fan of unpleasant, but I do know that each time a chapter got released there was some hype around it. Though with the long lenth of development time ,sometimes some details were forgotten from earlier parts.
Especially with the final 4th chapter, because it had a very long wait time between chapters.
2
Slothboy2531~4Y
I certainly don't think you should quit! And all the work you've done this year, from what I see, has been great and valuable! It's your work, of course, so you know what really does work best - maybe you can rework the scope of the story to the core themes and message? As in, you help each character beat their demons (right?)

Maybe if you had a short(er), self-contained game like that, once it found some popularity, you could make a number of spin-off titles in the same world based on the same concept and mechanics - which would probably be less epic in scope, but might be able to focus more on the characters? I'm just brain-storming here. The epic scope of it all probably is what held MARDEK back from being more succinct.
4
Tobias 1115~4Y
Something like that does seem like a better idea. But I've got this ~200-page document full of notes for the larger plot... I'd need to just scrap it and start essentially from scratch. That won't be quick at all. There's no simple way to extract the characters since they're so interwoven with the story events.

I'll need to do some brainstorming...

I wonder though whether the same episodic promotion patterns would be seen if I was releasing "Divine Dreams", "Divine Dreams II", and "Divine Dreams III" instead of explicitly calling them an episodic series. I also wonder whether having a smaller, devoted following would help fund me via Kickstarter or Patreon even if it wouldn't result in a bunch of press articles. I don't need or want to earn a ton of money. Just enough to get by.

I don't know. I have a lot to think about.
2
LotBlind53~4Y
Not really relevant I guess but that fox game you used as an example of something successful always seemed like a self-obsessed wank to me worth none of the hype. Like of the actually cringey kind (I liked e.g. Sindrel Song, on the other hand). The writing is astonishingly bad.
0
Tobias 1115~4Y
With things like that, it seems to me the appeal is that they're easy for the lowest common denominator to understand.
0
Dingding32167~4Y
You should definitely advertise it more, especially just by posting an update to Kongregate (both as a shout and in the game updates section for all three games), since it's free advertising and because this is essentially your target audience for the port.

I don't think it's a waste to go and do other work on the side! I concur that it's going to take some time off your work and presents its own challenges but I think it's well supported that boredom actually fuels creativity and it gives you brain a chance to relax and brainstorm while netting you some financial security and peace of mind. The more difficult part is finding something you're willing to do, as you have quite specific needs, but both stacking shelves or data entry which you mentioned are perfectly reasonable in terms of limited social contact. I think something "in the outside world" will help stimulate your creativity as well and align with your goals of desensitization. Extremely few game devs start off exclusively as such, especially if you're trying to make it as an independent without significant marketing support. Above all I think the reduced financial burden will be worth it for your mental health, and may bring new opportunities as well.

Sidenote: I do remember Crystal Story from Kongregate--reviews were good but I found it overall typical, though still decent.
5
purplerabbits148~4Y
Oh man I remember Crystal Story. I forgot about it, but I do remember playing it and having a good time. So Guess I'm spending some more on games xD
2
Tobias 1115~4Y
I'm sure the developer would appreciate your support! I'm curious to play it myself... if I can ever find the time.
2
Ptyrell37~4Y
Maybe as you get within 6 months or so of a DD release, you could hire someone to advertise for you? I know that's probably not a "simple" process, but spending time learning to advertise and forcing yourself to do it also seems like a less than ideal option. If you found someone good at it, could make all the difference.
3
phsc57~4Y
Well, there are two negative reviews and 58 positive ones, I did read the negative ones to check if there are any valid points, first is that dude who said he disliked the childish humor, which according to him is amplified by 1000 in chapter 3, that the game got harder, and that there are many new characters he did not find interesting (he does say that the plot reason is good but still hated that), also he says that since it was never completed (and he never finished chapter 3) he thinks it's a crappy game, he also talks a lot about Rohoph saying he is forced and obvious, in a general way he keeps saying that "10 years ago, this was good, now, it's bad", and then he wrote a bunch of stuff in french, which translates to pretty much the same as his english comment.

The other guy, however, is interesting, he said that you cannot turn off the sounds, he says that it is possible to turn off the awful music, but he says the terrible sounds cannot be reduced or switched off, and that it is a simple thing when making games, well, if he dislikes the music and the sound, why the fuck doesn't he simply turn off the sound with whatever operational system he is using, very easy to do with Windows, and I was going to comment that to him, but he disabled the comments, which is the default for Steam reviews.

Well, I think you probably should do what others are saying, advertise, and I think you should not only try to get the public from flash games (who are now probably older and might pay for stuff) but also maybe people who like, let's say, Final Fantasy VI, I mean pretty much all the turn-based Final Fantasy games, or maybe even other JRPGs like Chrono Trigger, people who might like what MARDEK has to offer, as much as the humor might be a problem for some, I think the vast majority of them are going to like it, it is at most immature and sarcastic which might not be a thing some people like, but maybe the gameplay pays for it? I do think it is a great game I would play even if I did found it today, and I did some experiments with that, I told some friends of mine who never played the game to play it (not the paid version because I don't think they would buy the thing since they barely buy games AND also why buy it if you can play for free and ask some dude to tell you the content form the PDF!!!) and they are liking it, I find it weird how that guy said combat is harder since... all my friends had no problem with difficulty as much as one of them really did not think long term and try to like get the characters very strong... the only complaint he had is that characters walk too slow, and he said he would pay $1 for the game, but he thinks $10 is fine for 30 hours of gameplay (more for newer players but that is how long I beat the game, and by beating I mean literally doing every single thing), however he did spend 10 hours in chapter 1 and 2 while I spend 7 so there is probably more to it, mostly considering that I kind of knew what I was doing and chapter 3... awaits, however these people would score pretty damn high for Openess in the Big 5 so that pretty much explains it, and they also like RPGs as much as they did not play JRPGs as kids, but I think a mix of openess and nostalgia can get more people in.
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