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Early Dev / Re: Golden Krone Hotel
« on: August 20, 2017, 09:56:59 PM »
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Yeah, there are a lot of commands in a true roguelike. Unlike in your not-roguelike.I think you should make a new account if you really want to rile people up. At this point it's just funny Krice.
The truth is, when I'm reading Steam reviews, players think about <=5$ games as a low-budget (ie: simple, ugly, often buggy), so 10$ price tier sounds sensible.Yea, true. I feel like there's two sides to it though. The price influences the perception of value. That is certainly the case. At the same time, price is a HUGE factor mentioned often in Steam reviews. Reviewers trash games all the time, not for being bad games, but because they don't think the game is worth the base price (even if they got it at a huge discount). I'm hoping the latter isn't a big factor here.
It's interesting how price rise will affect sales.Definitely. I'm more interested in gaining a bigger audience than I am in a higher sale price. I don't think people invest in and value a game that they got for so cheap. The higher the base price, the higher the perceived value. There was a really good article recently that found that games priced lower than $10 did horrible compared to games price at $10 or higher: http://www.gamasutra.com/blogs/LarsDoucet/20170509/297708/What_I_learned_playing_quotSteamProphetquot.php
I'd wait for 1.0 release for changing the priceWell, that's what I'm trying to achieve essentially. I want to increase the price for 1.0, but there's one problem.
I love roguelikes. Traditional roguelikes. Turn based, grid based, punch-you-in-the-gut roguelikes.
The complexity, depth, and emergent gameplay in these games rival any other genre out there. The heavyweights like Nethack, Crawl, and ADOM can be played for years without mastering them… or sometimes without a single victory. And in the last decade, roguelikes have proven beyond all doubt how valuable their ideas are. Despite being a genre invented in 1980, new games are constantly borrowing roguelike ideas and even the name itself.
And yet we haven’t seen a big adoption of traditional roguelikes. Roguelite action has done gangbusters of course. Games such as Binding of Isaac sell millions of copies. Nuclear Throne and Spelunky aren’t too far behind. But where’s our Binding of Isaac? Where’s the turn-based dungeon crawler blowing up the Steam charts? Clearly, permadeath is something many gamers are willing to stomach. Games like Civilization are proof positive that they enjoy turn-based stuff too.
I’d argue that there’s nothing inherent in the structure of traditional roguelikes that is holding them back from mainstream success. It’s simply that, for the most part, the genre is still stuck in the 1980s...