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Honestly, I think the devs response was fair and maybe you're interpreting it as being passive-aggressive. You're also being pretty vindictive about it and might not realize it.
I don't think most of these responses have been productive feedback. A lot of people on here are outright saying that the devs are doing something underhanded when the reality is that they're actually being quite generous with a DEMO.
So, yes, most of the comments on here are fairly unwarranted, unhelpful, and pretty rude, and I felt it was important to let you all know that you all need to grow up a bit.
The purpose of a game's demo is to build excitement for said game and encourage/entice a player to purchase the game in full.
If a singular aspect of a demo is encouraging players to instead _not_ purchase a game they otherwise would have been interested in based on the demo content, I believe that is valuable feedback, as it is not only causing the demo to fail in its purpose, but causing it to do the opposite of what is intended.
That is a deliberate misinterpretation of the complaint at hand and you know it.
If so, that makes even less sense.
I am certainly implying that, yes. It would have been a short demo, sure, but it would have left me wanting more, rather than allowing my interest to peter out over the remainder of my (loudly) hamstrung run.
strong arm tactics like the splash screen and the coin may push more people away than not.
perhaps the most significant point is that I was enjoying the experience and then suddenly not. and you don't want to end on a low note.
In closing I'd like to say thanks for sharing your work and weathering all the commentary. I look forward to trying the finished game.
Yeah. This was the point. Having said that, in some informal polling elsewhere, everybody else seemed perfectly fine with this when I showed them a picture of the coin. So why did I react that way? Was it because I was the one actually playing and felt like I had a solid run going? Is it because I was sore & tired from a workout and it just hit me the wrong way? I don’t know.
Regardless, I’m willing to accept that my response might have been disproportional.
I think it was the same for me. It is a demo (which is a rare thing in today's market. It's either early access or nothing. So regardless, props to the devs for just demoing the game). And with a demo we know it'll end at some point. Just to quote some others, the strong arm nature of it, throwing up the splash screen and all, in the middle of a good run rubbed me the wrong way. If it ended right after chapter 1, yeah it would've been short but still enough to get a good idea of the game.
It's a different way to limit a demo, that does have that splash screen coming up which no one was expecting. I think that's what threw us all off and turned some people away. Not the demo was limiting, it was just limiting in such a new, and perhaps not best, way.
Our point of view was like: "Oh yeah that's a cool way to let them try out the later chapters"
But in practice clearly it doesn't feel so cool. Anyway, we have a bad (or good?) tendency to try new things rather than go with more standard approaches. Sometimes it works out, sometimes it isn't so great. This time seems like it wasn't so great.
The free demo will only be a week so we won't really have time/resources to change it. After that it'll go away and only the pre-order will remain, which people are ironically having much less complaints over.
Anyway, it's all good and we all learn things etc etc. Sorry!
It’s all good, just as you say.
> Yeah, we had a talk about this internally and didn't really predict this would have such a negative psychological impact.
I caught the end of the stream earlier. It seems clear to me that the team’s heart was in the right place.
> only the pre-order will remain, which people are ironically having much less complaints over.
I suspect that’s because it is a reward for preordering, which people expect, vs a perceived punishment for not having done so. Again, the team were trying to be generous, but perception is a funny thing.
Your intent may have been positive, but the message was unclear. If you had put some obvious humoristic implications in the cursed coin by breaking the 4th wall, it would have been taken much more lightly. As it was made in the game, it feels like a predatory move rather than a way to support the devs. Maybe counterintuitively, allowing only the preorders to see further chapters would have been better received overall than implementing artificial penalties.
Most of the audience for this category of games (roguelikes) don't mind paying for additional content but dislike in-game purchases, and that's the general feel that cursed coin accidentaly conveyed. You can see that in the dichotomy in the answers of this thread. You have an audience accustomed to in-game purchases that doesn't care at all and considered it as unimportant, and another that immediately associated it to gacha games and vehemently rejected it.
You're a few months away of release though, so good chances it won't stick considering the high quality of your game (at least from what I saw of it so far).
Also I'm really curious to know if it was a Richard Garfield idea.