Cartonfall

Cartonfall

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The Male/Man Sep 12, 2018 @ 5:22pm
VR?
Seems fitting.
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Showing 1-3 of 3 comments
kuklam.studio  [developer] Oct 26, 2018 @ 3:15pm 
We think the same way, but we want to release the regular version first and then start to work on VR edition.
The Male/Man Oct 26, 2018 @ 4:33pm 
Originally posted by kuklam.studio:
We think the same way, but we want to release the regular version first and then start to work on VR edition.

By the way, the holy grenade in the picture looks improperly thrown!

Here's the instructions!

"And the Lord spake, saying, First shalt
thou take out the Holy Pin.

Then, shalt thou count to three, no more,
no less.

Three shalt be the number thou shalt
count, and the number of the counting
shalt be three.

Four shalt thou not count,
nor either count thou two, excepting that
thou then proceed to three.

Five is right out.

Once the number three,
being the third number, be reached, then
lobbest thou thy Holy Hand Grenade of
Antioch towards thy foe, who being
naughty in my sight, shall snuf it."
Kris.vdv Mar 30, 2021 @ 6:09am 
hi developer(s),

The game trailer and screenshots are looking really great, but.. I'm also hoping for a VR version/DLC!

Most developers think like this "first I'll release the current flat/normal game version, and... if enough interest just maybe a VR DLC", but the thing is, they should look at it exactly the other way around!

Everyone knows the competition on Steam for (Indie) games is just brutal and it's almost impossible to stand out from the crowd, unless you have a big marketing budget. However, developers can now turn to VR because it's an incredible opportunity to easily reach an audience. I know many VR gamers who are incredibly hungry for more, and who check the game stores (Steam and/or Oculus) multiple times per day :). Even though they know it's of no use because new VR release are scarce. So they always end up frustrated. There's so much more demand than what's being offered. Seriously, it's almost impossible NOT to get noticed in the VR game stores!

If you want to look at it from a financial/commercial point of view : it's better to sell the game to a smaller VR audience, then release a game that doesn't even get noticed on Steam and therefore doesn't get any sales at all. And prices for VR games are expected/accepted to be a little higher as well which compensates for the smaller audience.

If you look at it creatively : it's an opportunity to be part of a group of pioneers working on 'gaming of the future'. Creating a VR world means that people will be able to be(!) in the world you created, not just look at your world from behind glass, but literally be present and move/look around in the world that you have created. How awesome is that? I wish I could create stuff like that myself, but I can't.

I wish game studios didn't look at VR as a burden or an extra layer of work/trouble, but as an opportunity to differentiate themselves from the countless of other 1st person games available on Steam. In other words, VR is actually a way to compete with other games. So instead of being one of the many, you could become one of the few... get noticed, be a VR pioneer....

Thanks for taking the time to read this.

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