this post was submitted on 15 Mar 2024
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[–] PlasticExistence@lemmy.world 4 points 8 months ago (1 children)

I wouldn't spend resources on making a demo unless you just wanted to anyway. Steam's refund policy gives everyone a two-hour demo by default. Two hours of gameplay has always been enough for me to know if I want to keep a game or not.

Accordingly, I picked up a copy of your game. It looks like it's my kind of game, but if I'm wrong, I'll know well within the refund window.

I realize this doesn't cover other game stores, but people can always test drive through Steam and purchase elsewhere.

[–] MrBobs@lemmy.one 2 points 8 months ago (1 children)

I agree and that was mostly our thinking when we decided to not put out a demo at the start (and also the quite cheap asking price) I suppose the benefits of a demo would be...

Not everyone knows about steams refund policy

The gameplay can make it look quite a frustrating game (which it can be at times, but we have really tried to work around this) so a demo might encourage people to try it out and hopefully show them its tough but fair. (And even generous in places)

Not sure this all adds up to a strong argument either way but just thinking it over.

I think the biggest problem has always been visibility in general, we are terrible at promotion and left it very very late.

[–] PlasticExistence@lemmy.world 2 points 8 months ago (1 children)

That's true that not everyone knows about the refund policy. I know advertising isn't cheap either. Hopefully whatever you decide, it will help sell some copies!

I like the game, by the way! It's well worth the price!

[–] MrBobs@lemmy.one 2 points 8 months ago

Thanks so much.... For the purchase and the feedback. Pricing is another mine field - too cheap and people think it is low quality too much and people expect more than just a simple platformer.