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The Naughty Captain
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I sure hope I'll get better at it.
The software I use doesn't help much in doing great animations but some other deavs manage to do decent things with it. I still hae a lot to learn and with time and practice, maybe...
The idea of publishing a version without animations first and adding animations later could also be interesting.
I'm still in the learning phase so I don't really know how much time it will really take me to make animations, rendering time is something that can be done during downtime, so I'm not sure it will be an issue once I'll get better. Fingers crossed.
There is nothing to be sorry for.
10 dollars on a sale is very ambitious.
I'm in France, and I calculated, that after Steam's cut and various taxes, if I sell the game at 15 dollars, I'll get about 3 dollars per copy.
I doubt I'll sell 60k copy. I'll be lucky if I sell 10k. A more reallistic number will probably be in the 5k territory.
At least it will pay for the next pc chan upgrade.
I don't know what the future holds. I can only hope it won't be another loss. If I did more than a hundred dollars, at least, it would have paid for the steam credit. I guess that's my first objective.
I will explore the bundle solutions. I have a few friends and contacts who could be as interested as I am.
We'll see how it goes.
One thing is for sure however, I don't plan on stopping working on the game if it doesn't make me rich.
I didn't know about Mundo games. That is kind of sad.
Motivation is very important, and let's be honest, Money can be a very powerful motivation, and make the creation process a lot easier. Especially if it allows you to spend more time creating.
I don't think that steam will bring me millions, but if helps me finish the game it will already be a success.
And if it can help fund another game, that would be great.
That's pretty much where my dilemma stands. I initially planned to go for a 9.99 dollars price tag, but I have been told that it was pretty low, especially for a game that, once complete, will be a standalone without any need to buy a "season 2" or whatever. I've been told that 20 dollars would be fair. However, I find it a bit expensive for a game that isn't complete yet. So I'm thinking maybe 15 dollars ? or 14.99?
And I won't really have a choice when it comes to editing the tiers of my Subscribe star. Steam requires that wherever you are selling your game, you do not sell it cheaper than on Steam. I will have to comply. I can only hope that my subscribers will understand.
Thank you for your kind words.
There are several successful AVNs developed by teams, so it can work pretty well, and the idea isn't foolish at all. And it is, indeed more efficient than a solo dev. Sharing the workload allows for a faster development cycle, and having someone to share ideas with is always a great help in any creative work.
For me, however, it's a more personal adventure and I'm far too deep in the journey to change anything now.
I did think about it, though. Not for Summer Scent, but maybe on some other project on which I could work as a writer while someone else would handle the visuals. Maybe when I'm finished with Summer Scent.
I don't think there is that kind of feature in the Android port.
I will have to develop something specific. I'll put it on my list but it really won't be a priority.
Alternatively, you can look at some of the images through the achievement page.
Some achievements allow you to access a gallery. Maybe that can help.
Well, your other option are to either head to my subscribe star page (https://subscribestar.adult/thenaughtycaptain) to get the latest version, or wait for the release on Steam (https://store.steampowered.com/app/2994790/Summer_Scent/).
I'm really sorry for the inconvenience.
Hello.
It's a totally legitimate question.
To answer it bluntly: they give me more money. Most of my supporters have been funding me for months if not years. That two-week headstart is the least I can offer them.
These two weeks also serve as an extended beta test, during which I usually receive a lot of feedback I can use to correct the script that I will publish on Itch.