When does a game become a product?

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  • čas pƙidĂĄn 5. 06. 2024
  • WizardChess is a chess-themed tactical #roguelike / #deckbuilder.
    WizardChess 0.9.2 is out now and we're closing in on our full release. WizardChess entered Early Access in October 2021 and is still in active development... 😅
    → steam: store.steampowered.com/app/12...
    → itch.io: twopm.itch.io/wizardchess
    → patreon: / twopm
    → discord: / discord
    → twitter (game): / wizardchess_
    → twitter (personal): / vivavolt
    → substack: twopm.substack.com
    0:00 - Intro
    2:21 - Status Quo
    3:18 - Arcade Mode
    4:15 - Creative Integrity
    6:55 - Takeaways
  • Hry

Komentáƙe • 15

  • @CaptainDeathbeard
    @CaptainDeathbeard Pƙed měsĂ­cem +17

    Don't remove the interesting bits and dumb it down, the goal should be to make the complications easier to understand and intuitive. Things like tooltips that explain what's going on. UX should be enabling game design, not the other way around. Easier said than done of course.

  • @eightsprites
    @eightsprites Pƙed 13 dny +1

    Audio tip: Add a de-esser.
    It will soften of the sharp S:es.
    Except for that your audio is good.
    Subscribed
    (I got audio issues too.. so that’s that ;-) )

  • @BatteredLuteStudios
    @BatteredLuteStudios Pƙed měsĂ­cem +4

    Love the authenticity of this! Definitely appreciate the struggle of making something commercial vs just making something unique, fun, and interesting

  • @ironbytes
    @ironbytes Pƙed měsĂ­cem +4

    As for the onboarding problem: I don't think providing a slick first experience conflicts with your design principles. When the game has enough depth, you can teach them only the basics to get started and let them figure out the rest for themselves, thereby providing guidance in the beginning, but still leaving room to explore.

  • @siidaf
    @siidaf Pƙed 2 měsĂ­ci +3

    interesting, thanks for your openness

  • @gameboardgames
    @gameboardgames Pƙed 2 měsĂ­ci +5

    Don't put too much pressure on yourself, you're doing great 👍

  • @j.n.-fr5uh
    @j.n.-fr5uh Pƙed měsĂ­cem +1

    i also think maximizing appeal means minimizing details

  • @7catsinatrenchcoat789
    @7catsinatrenchcoat789 Pƙed 2 měsĂ­ci +3

    Love this :) games are a creative process and are art in their own right - it's hard to try and explore that in an environment where games are seen as very much a commercial Productℱ

  • @RockyMulletGamedev
    @RockyMulletGamedev Pƙed měsĂ­cem

    I do like your mindset

  • @daisychainable
    @daisychainable Pƙed měsĂ­cem +1

    Always learning and trying new things! Figuring out monetization is so hard when you're planning to work with other people too. The earlier the better!

  • @635574
    @635574 Pƙed měsĂ­cem +1

    Sounds like tutorial with an increasing difficulty random mode is a good approach to explaining complex game. And whenever you can tutorialize with text witout being overly wordy you should.
    Slay the Spire did this when they could (tooltip explains the related terms on the cards).
    I also like how the base game mode unlocks difficulty levels when beating the last one or even going beyond to stage 4.
    Also they have a daily challenge which doesn't allow randomisation unlike the other modes.
    I just clicked this randomly but if the game also uses actual chess mechanics don't shrink your audience by assuming everyone knows the rules already.
    I dont think there is any chess game with actually increasing complexity tutorial. Part of the reason I never liked chess is having to remember all the rules (it may seem simple to many but its boring tedium my brain hates)

  • @anni3658
    @anni3658 Pƙed měsĂ­cem

    Interesting video! Yeah, it's super tricky to find direction when your goals aren't clear.
    If you want to make the game you would want personally, then perhaps you can solve a part of your problem by more intentionally setting expectations? E.g., I think your Steam description sounds fun, but also fairly generic and similar to other games in the genre - I get absolutely no hint that this might be a bit more on the complex / experimental / unique side. (Not sure if these are the right terms to describe it.) Or maybe a short free demo makes sense?
    Regarding the onboarding experience, something interesting I heard recently: Tutorials should not only teach you the mechanics but also how to have fun in the game. I thought that was a great insight and since you mention that the fun is about figuring out the game itself, maybe you can nudge players into that direction at the beginning? Or, low tech variant: Again, set expectations by literally putting up a note at the beginning saying that figuring out how things work is part of the game?
    Finally, you might find the GDC talk by the developer of Cultist Simulator interesting.

  • @shannenmr
    @shannenmr Pƙed měsĂ­cem +1

    At face value I think making an Arcade mode when the Main mode isn't finished is problematic especially if your then promoting it as the next step after the Tutorial, now if your trying to gauge the popularity and get feedback in an attempt to see if you should pivot that would be different.

  • @dmangamesSTUDIO
    @dmangamesSTUDIO Pƙed měsĂ­cem +2

    I wanna try wizard chess now