PERSONAL
1,924
The Familiarity Tightrope
4 years ago701 words
I've set myself the goal to finish off preparing the Steam page for Atonal Dreams today, but uncertainty's quite a barrier again so I'm writing a bit about it!
I keep worrying that nobody cares about Atonal Dreams, that it'll do no better than Sindrel Song, maybe even worse. I feel more than a bit in the dark, and the scraps of feedback I've got recently about the descriptions I've written don't exactly fill me with confidence.
It feels like... I've entered a tiny room to sit in front of a huge, daunting machine full of coloured switches and buttons, and I have to get it to work without causing it to explode, but none of the buttons are labelled and I've not been given any instructions. I've tried calling out into the quiet, empty corridor a few times, and one time someone poked their head around the corner to tell me "I wouldn't touch the blue one if I were you", then left. Something like that??
I mean it shouldn't be this big of a deal, setting up this store page for an alpha test, since I can change it as I go on, but I'm aware it'll be at least some people's first impressions of the game (since I intend to start sharing the link so I can accumulate wishlists), so I don't want to put them off from the start. Plus I feel I need a clear idea of what it is I'm trying to promote before doing that more.
The description that I have currently mostly focuses on two aspects I feel set it apart from generic indie RPGs: the taming mechanic, and the dialogue scenes which offer more immersion than the standard static-portrait-in-a-box thing I see in most indie RGPs. Personally I find the latter really appealing, but a couple of comments by people have left me feeling embarrassed about even thinking it was worth mentioning as a key feature (maybe it's like boasting "controller input supported!"), and now I'm not sure what to replace it with.
I thought while replying to one of those comments that what I've been doing is focusing on what makes the game
different to others, but that's not really what people are interested in, is it? At least not primarily. A lot of indie games' descriptions start with a mention of games they're a 'love letter' to (always seems to be that term), because people are more willing to give a chance to stuff that's similar to what they've enjoyed in the past. There's less risk that way. Sindrel Song's main failure was probably that it wasn't familiar at all, as I've talked about before.
So maybe I need to focus the description first on what's
familiar, and only then on what's unique about this. Maybe?? I don't know...
I just watched a youtube video by an indie dev in a not-too-dissimilar position, which I probably should do more than I do:
It's interesting how he mentions things like social anxiety being a barrier for streaming (though he's obviously able to record his voice for videos), and how working on the same game all day every day gets mind-numbing. He talks about something I've considered before, too, which is pooling together a bunch of people to essentially collaboratively work on a game - an idea that becomes increasingly appealing the more time you spend alone - though I wonder to what extent that would even really bear fruit. I'd be curious to know!
Mostly I'm mentioning it though because he talks about having worked on a game for a year, but he's giving up on it
because it's been likened to another (Fall Guys), to the point that he's worried it'd just be seen as one of the many knock-offs.
So it feels like a bit of a tightrope maybe, making something that's familiar enough that people have some confidence based on past enjoyment to invest in it, but not so familiar that it comes across as a clone.
Anyway... I'm rambling so then I can feel like I'm doing something while avoiding what I should be doing, so I should stop doing this and do that.
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