The Fall of the Dungeon Guardians
  • Home
    • Home
    • Post List
  • Buy the Game
  • About
    • About
    • Reviews
    • Gallery
    • Video
    • FAQ / Troubleshooting
    • Recommended Computer Specifications
    • Download Press Kit (PR / Screenshots / Logos)
  • Contact
  • Forum
  • Mana Games

Author Archives: manutoo

Post-Mortem

Posted on January 13, 2018 by manutoo

PostMortem [Screenshot by Hexaae]

Post-Mortem [Screenshot by Hexaae]

Here we go, the time has come for a complete Post-Mortem. Sales have started to dry and memory has started to fade… ;-)

We’ll cut it into 2 parts : 1 for the development, 1 for the marketing & long-term support.

Development

What went right ?

Choosing Unity

Although it’s obvious afterward, it wasn’t years back, around 2010, when I decided to give it a try. I can’t see how I could have done the game without using the Unity engine. It has some serious & annoying flaws, but all in all, it has been great to work with, and a huge time saver. I already wrote a complete post about the issues I got with it here .

Use of stock assets

All enemies in DG are from stock assets. Before to do that, I had big doubt about the visual unity of the result : many different styles, would it look silly or even super bad ?

Actually, it didn’t ! Once everything was together inside the same environment with the same lighting, it got a lot smoother and 95% of the enemies looked great. The only real little miss is the 1st boss because he’s too low on poly and his texture is of low quality. Also, although no user complaining about his quality, a few wondered about his style (he’s a bit of a Japanese samurai), but it was more of a background story issue, as they hadn’t read the in-game dialogues. Another little downside is that I die a little bit every time I see another game using the same stock models…  :-P

Use of stock icons was also a good choice, as it’s very expensive to produce original ones, although it has been a challenge to find the correct one for each of the abilities & talents.

Motivation

I have been able to keep a high morale for most of the development. I didn’t work too much every day, but my best & most productive hours almost always went into the game. At end of development, I also worked 6 days per week on DG. However, I have been careful to keep 1 rest day per week to avoid any burning out. It’d have been better if I didn’t have to take care of my customer services for my other games on that day, but they funded DG, so I had to do it… ;-)

Level Design

Although I had never professionally designed levels, the result is very good (a good bunch of players has praised it). However, I had designed for fun many Doom levels and a few ones for Quake 3, in my younger years.

The whole thing could have used a better planning, though. I created level 1 by 1, without thinking much about what was coming next, especially in the 2nd part of the game, and thus it lacks a bit of unity and global goal (which is bad story-wise & motivation-wise for the player).

 

What went wrong ?

Out of Steam, hurry to release

Despite my relatively good handling of my motivation, I ended the development very tired (partly because I had a lot of sleep issues from a noisy environment), and I couldn’t release the game with all the features I wished. Fortunately, I fixed that in the following couple of months.

Also, I spent a good part of the development to lie to myself about the time required to finish the game, in a totally unconscious way. It’s relatively funny to think about it afterward, especially if you know I’m usually pretty good at estimating the time required to do things. For example, in November 2014, I thought I’d have finished the game by February 2015, 3 months later. The game was actually released in November 2015, 12 months of hard & intense work later..!

To achieve that, I completely ignored the time required to do certain tasks (ie: asset integration) despite the fact I already known it was taking much more time than I initially thought : as it was the 1st time I did that, I badly underestimated the huge amount of grunt work it is to get assets (either stock assets or produced ones) ready for the game. I also didn’t put in my planning other tasks that were required to complete the game.

Looking back, I did the right thing : I think I couldn’t have stomached being 1 year from release in November 2014.

On another hand, from 1 year before release, I started to work with mostly the release in mind, instead of taking pleasure in what I was doing at the moment. I was always focusing on finishing what I was on, and wanting to switch to the next task and so on. It helped to release the game in a decent state, but it’d have likely been better to downscale a bit the project at the start, especially when we see the following issue.

Lack of Polishing

The game lacked polishing, especially on game release. After 2 years of tuning, bug fixing and improvements from user feedback, it is pretty neat, but still, now visually it feels instantly less polished than the best Indie titles, especially for the GUI. There, there’s no miracle : I worked mostly alone on a big game with a tiny budget for the freelancers. I’m afraid there was no way to do better without putting more work or money than I could have.

Story

I don’t think DG was ever destined to get a great story, but things even got worst with the release of Legend of Grimrock 2. They did more or less what I originally thought to do for DG : the dungeon master was there to test your skills so you could take his place.

At that time that part of the story was still not in the game, so I changed the end, and it got kinda darker, but more open to a sequel. I also tuned down the ambition for the 2nd part of the game, especially when I realized it was long & costly to build a story into the game (ie: something that’s more than a few notes here & there).

Lack of Beta Testers

With the Indie apocalypse, now there are more games in development than available Beta testers (without counting the hundreds of thousands of games on mobile!), and it’s a real challenge to find some players to intensively test a game and give some useful feedback, especially with no previously released game in the same genre.

I got about 10 people answering my call posted in several dungeon crawler forums, but only 1 really got into the game and gave a lot of very useful feedback. 1 is infinitely better than 0, but it was not enough to represent the tastes of the dungeon crawler fans, and I missed out a few things that could have been fixed during the development. I got most of them in a couple of weeks after release on Steam, but it has been quite stressful.

Lack of impact

So in the nowadays flooded market, the game is too long to get into, as the rules are pretty special (which is also a strength). It’s also too repetitive, especially in the 1st four levels : they are full of skeletons with few other types of enemies, and the environment doesn’t change before the 5th level.

Also, there are no real strong moments to capture the player attention and curiosity once the intro is done.

Moreover, the 1st level was done for the alpha version of the game, to show what the game could do, and then was used for the final version almost without any thoughtful reworking.

So all in all, the game fails to impress some players during the 1st couple of hours. The positive is that the players who stick with the game are rewarded as the game gets better, but many players gave up after a couple of levels so it didn’t help the word of mouth.

Too Long

Initially, I wanted the game to offer about 20 hours of gameplay. I calculated it should take about 1 hour to complete 1 level, so I decided to create 20 levels.

But due to the numerous enemies and the active-pause based combat, for a lot of players, it takes around 2 hours to complete a level. This makes Dungeon Guardians one of the longest dungeon crawlers to beat, and for the average player, it’s clearly too much, as only 3% of the buyers finished the game.

Game value would have likely benefited to have only 15 levels and the saved time could have put to polish the game more before release and build a more captivating story.

However, in my heart, I’m happy the game is that long as it offers a good variety in the level design all along. So for the sequel, I’m thinking to keep the same length, but build the whole world in a more engaging way, with even more different sections to explore, and with a better story to motivate the players to go through the whole adventure.

Unbalance

To complete the Level 1 after its Alpha stage, I added an extra zone to it, before the final boss, and made it optional with its entrance being not obvious. The result is that some players never did that zone and thus didn’t get the required experience to level up before that Boss and the next ones in the following levels..! Thus, some of these players ended thinking the game was unbalanced, as the Boss fights were harder than normal.

With the game rules being hard to apprehend, this leads to a series of negative reviews on Steam.

For the sequel, I’ll give an XP bonus at the start of the 1st Level, so the party members will level around the middle of the level instead of near the end, which will allow having a few optional zones without unbalancing too much the Boss fights.

Legend of Grimrock resemblance

DG 1st environment, the mossy stones, looks a lot like the one from LoG1 on 1st sight (when checking more carefully, they are obviously different, though).

This brought some heat (even hatred?) from some players on game release.

We often say “there’s no bad advertising”, and other dungeon crawlers are very often compared to LoG anyway, so I’m not sure it was a bad thing.

Overall, I’d say the result is 50% positive/50% negative on the players trying the game because it looks like LoG, as some didn’t like it and others said it was just like LoG ; this shows that some players are very strict on what is LoG and some other are more open to the dungeon crawler genre.

Lack of puzzles

On initial release, the 1st true puzzle was on Level 5. There was also a dexterity puzzle on Level 4 that didn’t require much thinking. And some very very simple puzzles on the way.

This was not enough for many fans of the genre who like the grid-based dungeon crawlers for their puzzles. I fixed that after release by adding 1 puzzle in the Level 2 and 1 in the Level 3, which gave a better balance.

It’s still far from being enough for pure puzzle fans, but they are not in the target, as I’m targeting exactly the opposite gamers : the ones who don’t like puzzles much, but don’t mind a break from the combat from time to time… :-)

Too complex level

The 2nd level is one of the hardest levels as it’s a maze on 2 floors. I wanted to show the verticality that offers DG, which is unique in the genre (other DCs have usually only flat levels), but it was a bit too complex for the average gamer. It’d have been better to introduce more gently the challenges brought by the verticality by tuning down a bit the maze aspect.

 

Marketing & Support

What went right ?

Decent Reception

Despite the game offering an unexpected combat system, most players liked it or at least were not too annoyed by it, which lead the game to get a decent 85% positive ratings on Steam.

However 85% is not great as the median score on Steam is 81%, and the game got only 301 reviews at the time of writing.

Overall, as of today, Dungeon Guardians is the 1st-person grid-based dungeon crawler that sold the most units on Steam since Legend of Grimrock 2. (source: Steamspy)

Ok, that sounds cocky, but actually, it’s a not much of a feat, even if it’s better than nothing..! :-P

1st, Starcrawlers likely grossed more than DG, which means either I discounted DG too much, too early, or that DG didn’t attract the players strongly enough and couldn’t sell decently at its price point.

2nd, LoG2 sold about 8 times more units than DG (it’s hard to count exactly now as they did some bundles), which is a huuuuuuge gap.

3rd, this micro-niche genre got less than 10 games after LoG2.

4th, Vaporum seems to be on its way to beat DG within 1 year, as after a weak start (a bit under DG start), it got strong sales during the Winter sales.

Money!

I made enough money to pay me a decent salary for all my work on the game.

In today Indie apocalypse, it is quite a feat. To go on with the comparison with the other games mentioned above, they either got several developers on them and thus are less profitable, or a single developer and sold a lot fewer units and thus are also not much profitable (even if some got shorter development time than DG).

So it’s good but not great, because total income is not enough to fund a more ambitious sequel. But it’s enough to fund one similar to DG1, with a big chance to lose money, though, as my guess is that selling an Indie game will just get harder and harder with the time, due to market over-saturation.

Updates with impact

I did a good bunch of updates after release of the game, for almost 2 years, not full time ( obviously ;) ), but it likely took me the equivalent of about 3 months full time of additional work, till the point I could add “Enhanced Edition” to the title of the game, and got better reviews and more happy players (score average on Steam since 1 year is above 90%).

Most updates have been done from user feedback and it has been very nice to see the players enjoying them. The game feels more complete and polished now and as a game author it’s a fulfilling objective..! :)

 

What went wrong ?

Missed a good part of the target

DG is a mix between a tactical combat game and a dungeon crawler, inspired from WoW. At 1st, mostly only dungeon crawler fans bought it. Few WoW fans bought it and even less tactical fans..!

I partially corrected that about 1 year ago by changing the game tags & short description, so it made it clearer it was strategy oriented, with decent results.

However, the game never got any attention from the mass of WoW fans (no news, no forum posts on WoW forum, etc.), although a few WoW fans bought and enjoyed the game.

At this point, I’m really not sure how it could have been better without having a much bigger budget, both for the game production value and the marketing.

Too much hasted negative reviews

This one is really painful. As already explained in this blog, a lot of players gave hasted negative reviews, for various reasons, and it took a toll on my mood and my energy to try to explain the game rules, the options, etc, and sometimes show them that if they had read the game description, they just shouldn’t have bought the game.

All in all, without that work, the game would have been nearly down to 75% positive ratings instead of 85%. So it was important to do it, but I really don’t enjoy that. With some players, it’s ok as they are happy to get the support and the explanations, and pleasantly surprised to meet a developer eager to help the players ; but with some other ones, who are full of negativity or just don’t care about trashing a game, it can get really unnerving.

However, even if in the past I was sure it was extremely important to keep a high total score, I’m not sure it’s totally the case today. The Steam global score is nowadays mostly a bad joke for many reasons (that are out of the scope of this Post Mortem :) ), and it’s possible that more and more users realize it. As a whole, for the game industry, and especially Indies, it’s a bad news as the global score used to be an efficient way to promote a game without a marketing budget.

One last important thing is that as the game is too long with a low completion rate, it’s missing a lot of positive reviews to compensate the negative reviews : there’s a lot of players who usually review the games only once they have beaten them, and thus as they never finish DG, they never review it.

 

Conclusion

We can say that Dungeon Guardians is a decent success, but far from a huge one.

Its development had issues but nothing nightmarish.

The gameplay is good but could use more variety. For my 1st RPG, I couldn’t pretend to much more… :-P

It was nonetheless a great and fulfilling adventure for me and my only hope is to be able to do a sequel offering an even better gameplay, if not a significantly higher production value..! :)

Except in case of a big surprising event about the game, this is my last post on this blog till DG2 development starts within next couple of years (if it ever starts), so thanks for reading it and farewell ; may you explore many huge dungeons, 1 cell at a time ! 8-)

FacebookTwitterGoogle+RedditEmailShare
Posted in Game Design, Marketing, Milestone | Leave a comment |

Afterlife : Updates & Marketing

Posted on July 10, 2017 by manutoo
Teleporters Puzzle (screenshot by Logort)

Teleporters Puzzle (screenshot by Logort)

Here a post to do a recap of what happened to the game after its release, and some words about marketing & sales.

Updates

I just released a few days ago the version 1.0i of the game, which may (or may not) conclude a long series of updates done since the release of the game, mostly based on user feedback, requests & suggestions. And one of the users on Steam suggested I should promote all the things I added to the game since its initial release. Before to do it on Steam, I’m going to do it here with the main points of each update :

  • v1.0 – October 2015 : it was the initial release on Managames.com, without the Rogue class
  • v1.0a – November 6th 2015 : added the Rogue class with its 3 specializations, fixed a bunch of bugs and was the 1st release on Steam
  • v1.0b – January 2016 : added the Treasure Hunt, which is a chained series of riddles, more or less easy, designed mostly to test your memory and your observation skill, and nicely put some goal unity throughout the whole adventure
  • v1.0c – March 2016 : added a puzzle in the Level 3
  • v1.0d – July 2016 : added Soldier difficulty, which was best tuned for though dungeon crawler fans and regular tactical game players and filled the gap between the Adventurer & the Warrior difficulties, respectively for the average dungeon crawler fan and the tough tactical game player ; it also added a more complete custom difficulty that lets you define the damage and health for each type of enemy (normal, Elite, Boss)
  • v1.0e – September 2016 : added destructible barrels, food and drinks that restore health and mana when you’re outside of combat, as well as a new puzzle for the Level 2, and a few additional secrets in the first couple of levels ; this update, coupled with the puzzle added in v1.0c made a more consistent experience puzzle wise for the game ; on release, the 1st noticeable puzzle was on Level 4, which was way too far in the game for puzzle fans
  • v1.0f – December 2016 : added a tooltip when moving the cursor over the damage & healing numbers to show who did those and with what ability ; this is a close equivalent of the requested combat log, and it greatly helps you to figure out who did what and when
  • v1.0g – April 2017 : added the “Low Enemy Density” option which removes about half of the Common enemies, but not the Elites nor the Bosses ; you can enable at any time this option if you think there’s too much combat ; loot and XP will be automatically adjusted so the game plays the same. This one is a game changer for a lot of players who felt the game was too much combat based, by bringing the balance back to the exploration side, close of the average dungeon crawler game
  • v1.0h – June 2017 : added the Mini-map
  • v1.0i – July 2017 : added a Macro system to lower the repetitiveness of the combat, as well as a fully detailed explanation of each character when selecting the characters to create our party at beginning of the game, and a smoother rendering if you play with a refresh rate higher than 60hz

And of course, many other little & bigger features, changes, tuning and bug fixes. You can see a more detailed version of the update history here : http://steamcommunity.com/app/409450/allnews/ and the complete changelog here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/ .

Goals & Marketing & Sales

So let’s start with the good news : since last March, the game is making profit ! :-)

Ok, this is a totally arbitrary concept, but it means after all expenses, I earned a bit more than the average salary in France, which was the 5th goal in the following list I had written a couple of months before release :

1- make a game that isn’t a tennis game, because I was fed up with tennis since a few years => done !
2- make a game that I enjoy working on and that I’m pride of => done..! :P
3- make a game that at least 1 other person than myself loves to play => done as well !
4- sell 1’000 units : almost insignificant in term of money, but shows the game has some potential
5- sell 10’000 units : at a price point of US$20, 10% discount average, with 30% cut for Steam, it’d pay back my time & money investment, but not the risk taken
6- sell 100’000 units : with a lot of discount sales, maybe it’s reachable, but that would be a big surprise

So the first 3 points had been reached before the release of the game. For the 3rd point, if you wonder who was that person, it’s simple : it was Robert Engstrand, the musician & main Beta tester of the game..! :)

4th point had been reached on Steam release day.

5th point took waaaay longer than that… :P

Especially as I had to discount the game a lot to make decent sales, plus I discovered I had to pay more taxes than expected ( 8-O ), it actually needed about 20’000 sales instead of 10’000 to reach it, but at least we got to it.

Now, for the 6th point, it might be doable if I bundle the game, but money-wise it wouldn’t bring much, and I still hope to get enough earnings to make a bit more ambitious sequel.

And, here the 2nd good news : in last April, Steam updated their Discovery algorithm, which shows the game to potential customers through different means on their platform ; since then, Dungeon Guardians sales have almost doubled..! It means the new algorithm shows the game to the right people, instead of nearly random people like before. And as it does that, it leads to more sales, which encourages it to show it to even more people. And all in all, everybody wins..! :)

At least for now ; maybe it’ll stop soon, maybe not ; only time will tell.

This leads to another important point. In last September, to calculate the game global scores, Steam stopped to count reviews from people who didn’t buy the game on Steam, to avoid abuse and cheating by some shady developers. Because of that, DG dropped from 83% positive reviews to 81%. In the previous 10 months it had already dropped from 92% to 83%. This is a natural process for many games, as when selling more & more, they start to sell outside their target to people who are actually not that interested in that kind of games, and thus are more likely to put a negative review. For DG, it has been likely a bit more bad than for other games, as explained in the previous post, but nothing extraordinary either.

Anyway, since last September, the game slightly crawled back to 83%, while still having decent sales, especially since last April (thanks to new Steam Discovery).

Now, let’s speculate about the reasons behind that.

I guess one of the 1st point is that all the new features, new options and polishing done since the release have paid off. People do enjoy the game a bit more in a general way.

The 2nd point is that at beginning of the year, I slightly redefined the marketing of the game. This was actually very simple : I added the tag “Strategy” on the Steam page, so now the visible tags on the page are “RPG, Dungeon Crawler, Strategy, Indie”, which perfectly describe my game and lead to less people surprised to find tactical combat in a dungeon crawler. The other tuning has been to change the introduction of the game, which was quite generic for a dungeon crawler, and instead opening with “In this tactical combat & dungeon crawler mash-up” and ending up with “with your tank, healer & damage dealers party“, so again, now people know better what to expect.

The 3rd and last point is that the game got 2 additional translations : Russian & Japanese. As it’s harder to enjoy the game without a decent understanding of the game rules, these new localizations might help, especially Japanese, as I saw a recrudescence of posted screenshots from people with Japanese nicknames… :)

 

Anyway, now I think I could try to write a regular postmortem, before I forget everything… I’ll try to get to it soon enough. Meanwhile, have a nice one ! :)

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Marketing, Milestone | Leave a comment |

Gameplay Post Mortem : Meet the Idiots

Posted on September 3, 2016 by manutoo
Skeletons & Fireball

Skeletons & Fireball

After a lot of thinking, chatting with people liking the game and a few ones not liking the game, I’m finally able to understand what’s right and wrong in Dungeon Guardians in terms of gameplay.

So in short, almost nothing is wrong.

Like already hinted in my Review of Reviews, people not liking the game and vocal about it are usually just mighty idiots (with a few exceptions).

Cons

But let’s put them aside for a while and check what people who liked the game had to said about its shortcomings :

  • Enemy abilities lack a bit of variety. This is likely the biggest issue with the game, as it means the combat lacks variety, and thus is less engaging and more repetitive than what it could have been. For the possible sequel, a big objective will be to emphasize different new enemy abilities which will bring new tactics and strategies during the adventure.
  • Combat system is hard to get into (it was also explained in Review of Reviews), and not understanding it makes you think it’s too much Random Number Generator (RNG) based. This is one is tough to fix because it’s the flip side of the strong point of the game : its combat system is unique, although it’s strongly derived from MMORPG and more especially from World of Warcraft one ; but in Dungeon Guardians you control 4 characters, not only one, and it changes a lot of things. For WoW fans, it’s not too hard to get into it, but for the average Dungeon Crawler fan, it’s a lot to take, but it’s doable if they take the time to read the in-game tutorial and the different ability descriptions. So for this point, I don’t see any solution to fix it except maybe reworking a bit the tutorial to make it more clear.
  • Story & Lore are too basic. Although not directly influencing the gameplay, a stronger story and lore is always more engaging for the player and can help motivate him to stick with the game when things are hard on start-up (and even later on ;-) ). Dungeon Guardians is in par with the average Dungeon Crawler in this area, but it’s true that compared to full-scale RPGs, it’s thin. There, the main issue is the lack of budget. As explained in “Story Done !“, it’s very time-consuming to build lore & story into the game, and it often requires special assets and thus increases the cost of the game. For the possible sequel, I’ll see what I can do, which will be hopefully more if I can get a bigger budget… :P

Add that’s all for the shortcomings..! When browsing positive reviews on the Steam Store page of the game, most players have none or very few complaints about the game.

But the game has only a 83% positive rating ; ok, it’s really not bad, but when you read the positive reviews, you might wonder why it’s not higher.

Pros

Let’s do a quick recap of the strong points of the game (still from the positive reviews, but also from comments in the forum and reviews from specialists) :

  • Unique combat system, based on Tank/Healer/Dps with Threat & Aggro management
  • Solid level design (even great at times)
  • Visual are good (or great for an Indie game), including the numerous FX during the battles
  • 20 Boss Fights, each with an unique strategy and setup
  • Puzzles not too hard and optional while still being creative and fun to solve
  • A bunch of little things that I won’t list because it’d be too long and not really meaningful one by one ; but their presence shows that a lot of care and thoughts has been put into crafting the game

So now, let’s have a look at our bunch of idiots, why don’t they like the game if it’s so awesome ?

First, let’s put aside 2 categories of players who don’t like the game but are not idiots :

  • Impulse buyers, or people who don’t check in detail the game before buying it, or just want to check it out “just in case” ; once they play it they figure out it’s not a bad game but it’s just not for them and get a refund. I have n0 issue with these people, I’m glad they gave the game a chance and I’m glad they got refunded.
  • Players who get bored after a few levels while playing a challenging difficulty level. As noted above, the strategies to beat the enemies lack a bit of variety, and it’s not possible to know before playing the game if it’ll have enough variety for your taste or not. (quick tip: you can respec your Characters to deeply change the gameplay if you really need to get more variety during your adventure :) )

Actually, I have only a grudge with about 2 third of the players who post negative reviews on Steam (ie: “Not Recommended”).

So now let’s examine the different reasons given by the simpletons to justify their negative reviews on Steam. There are actually only a couple dozen of them out of thousands and thousands of sales, but I have to let off some steam and I think it’s actually interesting to see this process and see what we can learn from it :

  • Players who refuse to learn how the combat system works (by not reading the tutorial, nor asking for help in the Forum) and conclude it’s a bad combat system, often adding it’s too much RNG based. In bonus, they’ll also say sometimes the Talents bring nothing, while if they were playing in a challenging difficulty level, almost each Talent could be the difference between life and death. Some also say the game is unbalanced. Basically, they didn’t understand anything and pretend the opposite. This is the main reason I call them idiots, because this attitude it’s the main characteristic of an imbecile : not knowing he doesn’t know.
  • Players who say the combat is too difficult (or too easy) and refuse to change the difficulty setting because usually they play other games on “Normal” and thus they should play “Dungeon Guardians” on “Normal” difficulty as well (although the game doesn’t have any difficulty level labeled as “Normal” :-? ). These ones are utter complete idiots, nothing can be done about them.
  • Players who say the combat is basic, and refuse to acknowledge it’ll get more varied and deeper once they get the tons of abilities & talents they can see when they level up but still didn’t obtain. Again, hopeless imbeciles.
  • Players who say a Boss fight is too hard and refuse to temporally lower the difficulty level or read some tips to beat the Boss. Again & again… :-|
  • Players who say that Dungeon Crawlers should be full of puzzles. This is a matter of taste, it doesn’t make a game good or bad to have tons or very few puzzles, it’s just a style. They do not understand that. Plus the store page advertises the game as having only a few easy mandatory puzzles (harder ones are optional).  They’re idiots. :roll:
  • Players who say they want a turn-based game. 1) Why they buy a real-time-with-pause game if they want a turn-based game ? 2) The game features actually a bunch of auto-pauses and an option to slow down the time during the fights. Yet, they refuse to check them. And yup, you already know what I think of them… ;)
  • Players who wants to have square-dancing based combat. The store page specifically says the game doesn’t require square dancing.
  • Players who don’t think MMO combat is good in a Dungeon Crawler. Again, it’s strongly outlined in the game description, videos & screenshots ; why did they buy the game if they didn’t like it even before launching it ?

So what can we learn from all this ? Is there some possible fix to avoid the negative reviews they leave on the game ? Is there anything to do so some of them could actually enjoy Dungeon Guardians ?

The short answer is a double-no. :-?

As you may have noticed, a good bunch of these players do not read the game description, nor check the game videos & screenshots, or just ignore them, and even don’t check (or believe ?) the existing negative reviews before buying the game.

Moreover, they seem to seldom check the game options, and thus adding stuff especially for them seem to have little to no effect, as they are either not aware the options are there, or refuse to use them.

So why so much idiots ?

Dungeon Guardians attract them more than other games because visually it looks like other 1st person view Dungeon Crawlers, and all have more or less the same gameplay. Bringing something really different ought to make some people unhappy (especially if they don’t read the game description).

Moreover, the Threat & Aggro concepts are pretty abstract, which means some players are going to be intellectually challenged to understand what’s going on. Some will like that, some others will just lower the difficulty setting and enjoy the exploration and the explosions, and some others will hate the game for showing them their limits.

Personally, I’m always very pissed-off every time I get a negative review (as you may have guessed by now ;) ). Most of times, I find them unfair, superficial and just plain idiotic. But I guess it’s the price to pay to make something different, unique and relatively smart.

Note : I have the same issue with my tennis game, but to a lesser extent as it’s really outdated visually, so most idiots are repulsed at 1st sight. :P

Conclusion

Based on my 2 games on Steam, my advice to my fellow experienced Indie developers is to mostly ignore negative reviews ; most brings little to nothing. Instead be very attentive to people who like your game but outline its shortcomings ; these ones will be very pleased to see you improving your game from their comments, while the unhappy ones will never acknowledge any amelioration.

Although, in case you’re very inexperienced and actually create a less-than-good game, check the negative reviews, you may still have a few things to learn from them… ;)

PS: From all the questions and issues exposed from the refund notes, the reviews and the comments in the Forum, I created a FAQ for the game. It’s still too early to know if it’ll help with the negative reviews, but it might lower the rate of questions in the Steam Forum… :)

Addendum, July 2017

Of course, some people were a bit shocked by this post, and likely rightful so. Although, I think I’d rather be honest, even if a bit borderline, and show you what the average Indie developer feels & thinks (I have discussed this kind of issue with other Steam developers, and hum, let’s say I’m not alone in that case :P ).

However, since last September, I have been lead to chat with several new negative reviewers, including some who had posted what I consider some harsh and unfair reviews. And it turned out that when engaged decently, they were almost all nice people, or at least nice enough. :P  (although many negative reviewers never answer me, so I can’t vouch for all of them ;) )

So I’d like to redefine a bit what I meant by idiot by starting to say that I could easily include myself in that league, if I didn’t know that posting hasted, superficial & venting negative reviews was actually hurting other human beings.

The thing is lately I have less time to play (I became a daddy 1 year ago), and often when I play a game now, I want it to be awesome, and right away like I expect it to be, and don’t want to dig too much if it’s not. And when it’s not, I might get rather frustrated. I guess it might be what happens with many of the negative reviewers of my games, as they can get rather tough to get into.

Thus said, I still wish that some of these players would ask for my help and check the options I designed for them, rather than post a negative review and never touch the game again… ;)

FacebookTwitterGoogle+RedditEmailShare
Posted in Game Design, Marketing, Milestone | 5 Comments |

Technical Post Mortem : Building a game with Unity3D Engine

Posted on February 21, 2016 by manutoo
A tough Boss !

A tough Boss !

Ok, I’m still not ready to write a full post-mortem, but after seeing this thread “Unity is broken” – What are people referring to? , it made me want to write a list of all the technical issues I got creating Dungeon Guardians, most of them being tightly tied to using Unity3D (real name = Unity Engine ; Domain name = Unity3D.com ;) ).

Before to go further, I think I need to make this very clear : Unity is a great engine and without it Dungeon Guardians would either not exist at all, or look way less good than it does ; and having used it made me save a lot more time than it made me lose.

Thus said, I have built my game engine using the minimal stuff possible from Unity, and every part I used had a least one really annoying issue, if not several.

Let’s start with a painful task that almost no one can do without : debugging

Conditional Break in the MonoDevelop Debugger never worked. It makes debugging much tedious as I had to add some lines of code and recompile everything every time I need to check a special case. Later on I switched to Visual Studio and its debugger which was technically working, but often terribly slowly, so not much more usable actually. Though this last point is likely the wrong of C#, not Unity.

To stay with the debugger, pressing the “Play” button while the Debugger is attached makes Unity stall for 20-30 seconds instead of starting in less than 2 seconds. After that, it executes normally.

Moreover, Live recompiling (ie: changing the C# scripts with the game running) isn’t practical and thus I never got it working. This is the thing I miss the most from developing in C++.

Let’s continue with some isolated issues

Physics engine handles really badly small fast moving objects ; I had to use & tune this to fix the issue : http://wiki.unity3d.com/index.php?title=DontGoThroughThings .

The FPS counter in the stats doesn’t actually count the FPS ; it estimates them in the most idiotic possible way and thus is completely useless and misleading.

There’s no built-in decal shader, nor shadow-receiving transparent shader ; so for putting spider webs on my wall, I had to grab an user-made shader .

GL rendering stops to work in OnGUI after an alt-tab (ie: switching to another application), but it works again after a couple of alt-enter (ie: alternating between fullscreen & windowed mode). There’s no fix nor bypass for that. This is one of the rare bugs left in the game.

There’s no documentation on how to handle a lot of sound sources. The sound parameters would let you think it’s automatically handled, but it isn’t. Fortunately, I have been able to just cull the sound sources with my custom-made occlusion system for the rendering.

And now for the big part : animation & importation

Legacy Animation system was duplicating the animation clips assigned at realtime, instead of referencing them, which leads to a gargantuan amount of wasted memory (more than 1GB!). I had to swap to the new Mecanim animation system which was severely feature limited. Fortunately, the possibility to change the speed of the animation per layer came with Unity 5.1. Unfortunately, this version made the legacy immediate mode GUI way too bright in editor mode (but luckily not for the built game). 5.2 fixed that issue but destroyed the animation system, making everything jerking around when using multi-layers. 5.2.1 fixed that but not completely, and 5.2.2 didn’t change anything, thus final version of Dungeon Guardians is built with 5.1.3p3 and I kept on burning my eyes every time I launched the game in editor mode (which was all the time till recently).

Disabling & re-enabling the Mecanim component of an object removes the current playing animation clip instead of only pausing it ; ie: it completely empties and then resets the internal state of the animation. It brought me a lot of issues and it has been very hard to figure out a solution. But the hardest part has been to understand that behavior, because it is not documented. I have requested it more than 1 year ago to be added to the documentation, and as of today, it’s still not there .

Still in the animation department, it is not possible to select multiple animation clips and change their import options all at once. You have to do it for each clip, which can have near of 10 parameters, 1 by 1 ! There are hundred of animations in Dungeon Guardians, I lost hours if not days doing a stupid grunt work that should have taken less than a hour..!

To go on with the resource management, the texture re-sizing on importation is done with a very simple algorithm which has the double-perk of being both too aliased and losing contrast. The 1st one happens when resizing to a much smaller size and the 2nd one when dividing the size by only 2 or 4. Using “Bucibic Sharper” with Photoshop gives a much better result. It means I had to do an awful lot of grunt work to get the best of all the HD textures I had, instead of relying on the built-in scaler.

And now, the true Unity specialty : Half-cooked Features

It’s really the plague of Unity. They’re in a race to always add more & more features, while regularly never really finishing the existing ones and letting them with blatant missing possibilities.

The most patent example is the “new” animation system Mecamin (it was released with Unity 4 in July 2013), as explained above, which needed nearly 2 years to get a layer & clip based speed setting. It’s something that a lot of games need. Think for example at an adaptable run speed animation for the legs and a defined speed for a fire animation for the torso.

In the same vein, the Unity Input doesn’t allow to be set in-game. It’s even not possible to know what key is assigned to an input ! Which means any developer wanting to offer in-game configurable input (instead of the default Unity launcher setup) has to redo the Input from the ground up, as I did for DG !

In bonus, the text input field doesn’t work on Linux. It may or may have not be fixed in latest version of Unity, but as I couldn’t use it (see above), it meant I had to re-write my own (which doesn’t support Ctrl+V & stuff like that) : you’d be surprised at how much people actually want to enter the name of their choice for their character in an RPG, even if they use Linux..! ;)

The “new” particle system, Shuriken, released in February 2012 can’t use a skinned mesh (ie: an enemy) as source for its particles ! It has been fixed in Unity 5.3, released at end of December, nearly 4 years later. For DG, I had to use an external add-on (and yup, I had to paid for it).

Conclusion

I skipped a good bunch of issues which were also annoying but have been fixed before releasing the game, and that didn’t require extra work on my part before that. I also skipped a dozen of little issues which were more or less trivial to fix once found.

I also had several undocumented changes of behaviors, some really strange.

All in all, I feel lucky I had a version that let me built the full game without any major bugs nor important missing features, but I’d have liked to make it without the GL render & Text Input on Linux issues. Maybe someday I’ll try to update to Unity 5.3 and check if it doesn’t break anymore my animations, without breaking some other new stuff.

For now, I think I’ll be still using Unity for my future games, although for the very next one, I’ll still use my old custom framework so I’ll be able to use my old game engine without porting it to C# right away.

And to end on a positive note on Unity, it has been really fast & pleasant to be able to build all versions (Windows / Mac / Linux all for Steam and for Mana Games, and the Mac AppStore one), while it was really cumbersome with my old homemade framework.

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Game Design | Leave a comment |

Final Weekly Update : Treasure Hunt

Posted on January 13, 2016 by manutoo
Hey, that's me ! :-)

Hey, that’s me ! :-)

And this is the final weekly update.

At least for the time being ; maybe in the future I’ll come back to add a Rogue Mode to the game. Or Dungeon Guardians 2. We’ll see… :)

But for now, let’s see what has been accomplished the past 10 days.

I finally found the energy and the time to put the Treasure Hunt in the game. This is a chained series of riddles, more or less easy, designed mostly to test the player’s memory and observation skill.
This hunt features a new extra non-combat item, as well as alternate weapons (eg: 2H tank weapon).

This little extra in the game makes it now really complete, especially as there was a series of rooms & places that didn’t make much sense till now, because they were destined to be part of the Treasure Hunt.

I also wrote a complete documentation with a mini-tutorial for the Map Editor : http://steamcommunity.com/app/409450/discussions/2/458604254469667698/ .

On the Steam front, I added the Trading Cards. And in bonus, you should be able to get the OST as free DLC on Steam within a few hours !

At last,  the after-release service is also more or less done, as I got only very few bugs and requested features to add in the game since a few weeks.

So the main work is done now, almost 4 years after the development started, back in February 2012.

I will still take care of any reported bug, and will very likely add some extra requested features if they are easy to implement, but my mind will now be able to switch to my next game (Tennis Elbow Manager 2, a tennis manager game).

I’ll still likely write a postmortem for the game at some point : maybe in a few weeks, or at a milestone for the sales (ie: when the game will have paid me a somewhat decent salary :mrgreen: ).

I will also maybe write a mix between a game design analysis and a game theocrafty article on the game. A full game design analysis would feel too much of self-cannibalism, as I don’t have enough distance to be objective enough on the perception of the different gameplay mechanisms.

I will also try to contact GOG again, now that the wishlist got more than 300 votes. Maybe it’ll be enough to make them change their mind. If not, maybe knowing that Dungeon Guardians is the best selling FPV Dungeon Crawler released recently will help as well… :P  (ok, this is a relatively easy feat, as there’s not much FPV Dungeon Crawlers, but still, it’s nice 8-) )

That’s all for now. Thanks to have followed this blog, I hope you have enjoyed the ride. Me, I surely enjoyed it, and I’m a bit sad it’s kinda over now. DG took the best part of my mind for most of the past 4 years, and it has been an incredible experience !

See you in not too long time (hopefully!), and Happy New Year ! :)
(I’m french, we have till January 31st to wish it ! :-P )

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Milestone, Weekly Update | Leave a comment |

Review of Reviews

Posted on December 21, 2015 by manutoo
Stairs in Middle of Lava (screenshot by Logort)

Highway to Hell ! (screenshot by Logort)

I did nearly nothing last week, so no weekly update today, but instead, let’s plunge into some overall analysis. And more precisely, let’s review the reviews of the game ! :mrgreen:

At heart, I’m a game designer, mostly because I love video games, play them & analyze them.

What I do best is find something I like, see what’s wrong, and make it better. For my taste.

I learned since a long time that my taste is different from many other people’s taste. And thus, if I want to say to someone that something is great, it’s better to explain why it’s great, instead of only saying “it’s great”. It works same when it’s bad. Because my great and my bad can actually be the bad and great of someone else.

The Fall of the Dungeon Guardians has now got quite a few reviews, and unfortunately some reviewers mistake their taste for an objective truth. These reviews didn’t make their way in the Review page I just linked, though… ;)

The particularity of Dungeon Guardians is its Tactical Combat system. It’s unmatched in solo video games, so it requires some serious learning if you never played any MMORPG before. It means you have to read 5-10 minutes of explanations during the tutorial, and then read the descriptions of your Toon abilities, and then do some thinking to understand how everything work & fit together, and finally experiment all this and see how to optimize your damage, your healing, your aggro, and your damage mitigation during the numerous fights of the game.

This is passionating if you’re into this kind of game, but it’s a lot to take for the average Dungeon Crawler fan where the combats are usually pretty basic (ie: strafe, turn, wait for the grayed buttons to not be gray then hit ; repeat over & over again). Fortunately, you can easily lower the difficulty of Dungeon Guardians at any time, but if it’s too low, it means you can do anything and you won’t die, or if you really didn’t understand anything, you will still die and rage quit, usually blaming the game for being unbalanced instead of recognizing you didn’t make the required efforts to understand what was going on.

What I wrote in these last 2 paragraphs, you won’t find it in any review of the game (you’ll find parts here & here though, but not as a whole). It’s ok, a review & a gameplay analysis aren’t the same thing. But the reviewers should have that in mind when writing their review, but a few of them didn’t.

So basically, the reviews the game got belong to one of these 3 groups :

  • positive reviews, where the reviewers understood how the combat system worked ; about 30% of the total reviews
  • positive reviews, where the reviewers didn’t understand how the combat system worked, but they outlined the other positive points of the game (exploration, character building, the dynamism of the fights, etc…) ; about 45% of the total reviews
  • negative reviews, where the reviewers didn’t understand how the combat system worked and disliked the game for that ; about 25% of the total reviews

I guess the most professional reviewers are the 2nd group : they didn’t totally get into the game, but considered other people would be able to do so.

The 1st group usually didn’t point out it could be hard to get into the game, so they might be just too smart… :-P

At you might have guessed, my grudge is with the 3rd group. These people (they probably don’t deserve the title of reviewers) seem to not see the difference between a review and an opinion ; they don’t feel entitled to understand how a game works to make a judgment call on its quality. Worst, they assume the game is broken when there are dozen of positive reviews from users on its Steam store page. They can’t challenge their own view when everything points out they are wrong. They probably even don’t look for other people opinions to check if they have missed anything.

The result is that their “review” are worth less than the average user review, if you actually want to form your own opinion on the game.

Thus said, they are very unlikely professional reviewers (ie: they are probably not paid for that or just a little bit, they have another job or are just students), so in the end, it’s not that much surprising they’re only able to express their opinion and not get much objective work in their “review”. And in that light, they may likely actually reflect better what the average gamer might see when playing the game (the ones that still didn’t buy the game, coz the ones who did usually like it :-P ).

It confirmed me that Dungeon Guardians is a game that can be hard to get into, and that it can be easy to pass through its major appeal. This is very important for me to understand the exact how and the why of this, and maybe it’ll be the topic for another post. :idea:

Meanwhile, have a nice Xmas, or anything else you may be celebrating or enjoying during this week..! :)

FacebookTwitterGoogle+RedditEmailShare
Posted in Game Design, Marketing | 1 Comment |

54th Weekly Update : Steam Workshop

Posted on December 14, 2015 by manutoo
I finally will be able to rest a bit ! (Screenshot by Logort)

I finally will be able to rest a bit ! (Screenshot by Logort)

Last week got its up & downs.

I’m nearly dry, and working on system stuff (ie: the Steam Workshop integration) is really not as fun as creating games.

But I did it, I’m finally finished with it : the game now loads Workshop Dungeons, export and then load Mods to & from the Workshop.

Hopefully, it’s bug free. It may require a bit of polishing, though ; I’ll see what need to be done depending of user feedback.

Right now, in the Workshop, there’s only the No Spiders Mod that I have uploaded by myself (for our arachnophobic friends :) ) : http://steamcommunity.com/sharedfiles/filedetails/?id=573850100 .

Note: to see the workshop items, you have to own the game, as it’s still not officially released at this point. I’ll do that once I’m sure everything runs smoothly, hopefully for Xmas… :)

So now, I guess I’m good for some serious holidays. I’ll stick around to fix any reported bug or glitch, though. I might also take a few hours to add Steam Trading Cards & Badges to the game. Hum, that sounds like half-holidays, but I’ll take that, that’s better than what I got lately..! ;-)

I’m still thinking about the Scavenger Hunt, but still no plan nor release date for it…

So I’ll do at least a couple more Weekly Updates, plus a Post Mortem by February 6th at maximum, to celebrate the 3-month anniversay of the Steam release… :P

Cya soon !

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Weekly Update | 2 Comments |

53rd Weekly Update : Store Stories

Posted on December 7, 2015 by manutoo
Maneuvering around big Dragon boss (screenshot by MardoG)

Maneuvering around big Dragon boss (screenshot by MardoG)

Ok, on last week, my productivity lowered to the average one of a corporate employee… :mrgreen:

I took care of the Mac Appstore version on last Monday, managed to do a couple of small updates, but I didn’t have too much mood to get into Steam Workshop, so I only started the heavy work on Friday, and on Saturday I released an update that allows you to upload your custom Dungeons to Steam Workshop, but now it’s still not possible to play them for other users. It should come very soon, though.

But don’t run away right now, I have 3 important news ! :)

  • Dungeon Guardians has been released on the Humble Store, and you can grab it here : https://www.humblebundle.com/store/p/thefallofthedungeonguardians_storefront ; for the moment, it only offers a Steam Key ; I might add a DRM-free version once the update rhythm will have settled down though (ie: it’s very painful to maintain many different versions when there are important updates every week)
  • the game has also been released just a couple of hours ago on the Mac AppStore, as you can see here : https://itunes.apple.com/us/app/fall-dungeon-guardians/id1063189004
  • an user set up a wishlist for Dungeon Guardians on GOG ; it seems only a couple hundred of votes may help the GOG Team to reconsider the game, so don’t hesitate to vote for it if you’d like to see a GOG release : http://www.gog.com/wishlist/games/the_fall_of_the_dungeon_guardians

So this week, hopefully, I’ll finish everything for the Steam Workshop, so maybe we’ll see a couple of small user dungeons by the end of the year… :)

Cya next week !

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Weekly Update | Leave a comment |

52nd Weekly Update : Modding SDK

Posted on November 29, 2015 by manutoo
Dark Crypt (screenshot by fR0z3n.s0u1)

Dark Crypt (screenshot by fR0z3n.s0u1)

Last week went smoothly.

I still did a little bunch of bug fixes, but they were mostly for very special cases.

So I had time to finally work on a new important feature : the Modding SDK, including multi-mod & incremental mod support for the game !

You can find the SDK here : http://steamcommunity.com/app/409450/discussions/2/492378806378228784/ .

It even comes with 2 small Mods : 1 to replace the spiders by skeletons, for players with arachnophobia  ; and 1 with all the built-in portraits of the game, to change them or add new ones.

Except that, I got the answer from GOG : they said it looked like a good & interesting game, but were afraid it was too much of a niche game for their store (translation : it didn’t sell enough on Steam). :(

Actually, sales on Steam are not too bad and I’m relatively confident we’ll get to the point where the game will be worth the money and time invested in it.

Now, only the Steam Workshop support is missing. I hope to able to do it all this week, although I don’t have much idea of the amount of work it represents : it’s going to be a surprise..! :-P

I also should be able to publish the game on the Mac AppStore.

After that, I’m not sure where it’ll go. I still want to add the Scavenger Hunt to the game, so maybe I’ll finally do it… Or maybe take intensive holidays… Or maybe start to fiddle with my next game (ie: Tennis Elbow Manager 2, a tennis management game)… Or write documentation for the Level Editor and Modding the game…

Cya next week to see how everything will turn out ! :)

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Weekly Update | 7 Comments |

51st Weekly Update : Blog’s 1st Anniversary, time to look back a bit ?

Posted on November 23, 2015 by manutoo
Xmas in a Haunted Dungeon ? (screenshot by Hellbishop)

Xmas in a Haunted Dungeon ? (screenshot by Hellbishop)

Exactly 1 year ago, I wrote the 1st post of this blog.

Development had started more than 2 years before that, but that post can be seen as the limit between “I’m doing that to enjoy myself” and “I’m going to have to sell this game if I want to do more like this ; and to do so, I have to finish it”.

After that post, I almost never stopped to hurry, or at least feel impatient to finish the part I was working on to switch ASAP on the next one, hoping to finish the game soon.

Now, the game is released, but it’s still a bit early to do a real Post Mortem, especially as I’m still not sure where we are headed in term of sale volume.

So let’s talk about past week.

Work rhythm finally noticeably slowed down : most of the days, I had free time between end of my work and going to sleep ! :-P

I still did a good bunch of little fixes, changes & enhancements, as you can see in the ChangeLog here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/ .

I finally fixed the Linux input issue (by doing my own version of the text input), but I still didn’t start to work on the modding stuff. It should be very likely for this week, as the bug reports & the feature requests start to dry down… :)

I still didn’t hear back from GOG. I’m not sure if it means they’re not interested, or if they are crawling under the game submissions, or if they are just very busy with the end of year business. Hopefully, I’ll know soon enough.

Cya next week for more news !

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Weekly Update | Leave a comment |
Next Page »

Like us on Facebook

Recent Posts

  • Post-Mortem January 13, 2018
  • Afterlife : Updates & Marketing July 10, 2017
  • Gameplay Post Mortem : Meet the Idiots September 3, 2016
  • Technical Post Mortem : Building a game with Unity3D Engine February 21, 2016
  • Final Weekly Update : Treasure Hunt January 13, 2016
June 2025
M T W T F S S
« Jan    
 1
2345678
9101112131415
16171819202122
23242526272829
30  

Recent Comments

  • BabyManuu on Gameplay Post Mortem : Meet the Idiots
  • manutoo on Gameplay Post Mortem : Meet the Idiots
  • BabyManuu on Gameplay Post Mortem : Meet the Idiots
  • manutoo on Gameplay Post Mortem : Meet the Idiots
  • BabyManuu on Gameplay Post Mortem : Meet the Idiots

Categories

  • Development Diary (64)
  • Game Design (11)
  • Marketing (14)
  • Milestone (15)
  • Weekly Update (55)

Archives