Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

What Makes You Click ?

A topic by TheSneaK created Mar 20, 2020 Views: 1,090 Replies: 24
Viewing posts 1 to 12
(+3)

A few days ago, I was thinking about what it is that makes me want to click links to games and what makes me want to download them.

I came to a few conclusions.

  *  Simplistic, well done art appeals to me way more than detailed art.  This might be because a screenshot cannot do a detailed art style justice.

*  Few words, that get straight to the point.  Walls of text feel like a mental investment, and often I just wont bother.

*  I have to know what the game is about at first glance.  Again, figuring out whats going on feels like to much of a mental investment (I'm seeing a trend here...)

*  File sizes of over 400mb are an immediate turn off.

*  I have to get a sense that I will understand how to play the game without much work.


Anyway, I was wondering if any of you out there had paid any attention to what makes you click.  

Are my thoughts more  just personal taste?  

Or is there something universal about how people decide whether to check out a game or not?


Look forward to hearing what people think!  :)

(+2)

Totally agree about the walls of text.

I find that I click on more polished projects or things that look like the developer is working hard to improve.

(4 edits) (+1)

With this in mind then perhaps its worth for developers to release a demo of the game (of finished quality after releasing the whole game) which  is easy to access and simple to understand.  For instance create a demo playable on the browser (thats most likely to get people to play it since it literally a click away). If your game has complex systems then you could have a demo with a simpler form of the mechanics and such just to give a taste of the experience. Then if your game is larger than 400MB which can be a lot of games these days, people will be happier to go the extra mile of downloading bigger files and learning complex mechanics (if you have any) if they liked the demo.

And yes of course K.I.S.S. 

...keep it simple stupid. do this as well as excite/engage people to play the demo. (easier said than done)

Regarding graphics I do really like simple stuff, one of the main reasons I played Hollow Knight in the first place was because of its art style. Same with Journey, Firewatch, etc. 

(+1)

I was actually considering releasing a demo version of my game for free anyway, for much the same reasons say, and also because I think someone would be more likely to pay a free game and want more than they would be to just pay for a game they haven't tried.

Anyone else remember the days of shareware?  Good times!  :)

keep it simple stupid cuz im not that big brain ya know

(+1)

well starting out in any game you'll wanna start out simple and introduce new things at a certain pace so you can grasp them. Like imagine playing a metroidvania but you have all the abilities from the get go. You'll probably just use normal attacks anyway because using special movies and such is too much to think about until later on when you've mastered or atleast gotten used to the normal controls like jump and strafe or interacting with the world. 

wow ok thanks dude

(+2)

I wont download 99% of free games because most of the time the game looks like Ill delete it after 20 mins, Even if it looks cool, but someone has a video posted in the comments that shows it's a 10 min playthrough. Just not worth the time of downloading/extracting/etc/deleting.

However, browser games I'll play no matter how dumb it is, unfortunately, nearly all browser games are only good for 5 mins.

I will only download games that clearly have time and love put into it by the dev, will be immersive, and have hours of content.

I found this rather interesting especially because I am in the midst of making my first public game and I am trying to pay a lot of attention to making my posts easy to access and visually interesting but I am struggling with maintaining interest from people. I know my game is still in the early development stages so it isn't strange people aren't super interested yet but I would like to know what makes you interested in a game that is being developed. Would you stick around / follow a Twitter account more quickly if you got to help make decisions using polls? Because that is something I am considering. 

(+2)

I hadn't thought about it until now, but yes I think I would more invested if I got to have some influence on the games development through things like polls.

Usually if a Developer is showing interest in my game or other peoples games, I will be happy to give them feedback on there work.

If you post me a link to your game, I'll have a look if you like!  :)

I don't have it uploaded anywhere yet because it is far from done but if you want you can go to my Twitter page. https://twitter.com/crater_hater. I would really appreciate some feedback!

Sorry I don't have twitter, don't be shy to upload an unfinished project mate!  Its a great way to get feedback and it will only motivate you to get it done!  :)

(+1)

Oh. I think you can look at twitter without having a twitter account. But anyways, I do not want to upload a game that has no content and isn't finished. I'll do a free demo a couple months before release. 

(+1)

Hey, thank you for the proposition. I am  looking for feedbacks on my demo https://eyon.itch.io/agentsxmonsters.
It is a mobile strategy game playable on the browser.

(+1)

Sent you a typeform on your game. :)

Thanks =D

(+1)

Your game already looks charming from that one promo image. I never follow games from development, but yours has me tempted.... I think this thread is making a breakthrough lol

(+2)

Mmh, I'll say if the game is playable in the browser, I'll try it. Because it is easy and quick, I don't want to download it.

(1 edit)

Tbh i probably would download a game if it looks intentionally stupid, or really cute and interesting. 

(+1)

FACTORS IN PLAYERS' DECIDING TO DOWNLOAD A GAME:

If it looks good aesthetically, is presented well on the page in a way that clarifies what the game is about and what makes it different than others, if it's free, or has a free portion, or at least is priced low relative to the volume of playable content that seems to be included, if there are comments or ratings or similar activity, and if it's in a style and/or gameplay genre that I like, I'll be likely to play it. There are a ton of factors that influence the probability of downloading.

INCENTIVES AND BARRIERS:

But basically you need compelling positives that entice the potential player - and minimal barriers to entry. The biggest barrier to entry is usually a price tag. The reason that demos, or more recently, iAP/DLC and the freemium model have overtaken games lately (as annoying as that is) is that the idea of downloading a game for free removes that initial barrier. But there is nonetheless going to be a barrier in any game that aims to cover costs of production, whether it's the initial price tag or a bunch of microtransactions later on. [Or both]

A CASE STUDY RELATING TO MY OWN PROJECTS:

In the case of my biggest upcoming indie gamedev project (Miniature Multiverse) the cost to me as a developer is 1000+ hours of work, unpaid, on making the thing, plus $1200+ in development costs which I mostly covered by doing a TON of mind-numbing sub-minimum wage gigs on mTurk and the like. The idea for this took shape in 2010, the release is going to be literally a decade later. [mid or late 2020]. I now am confident it can be finished before end of 2020, as much of the game is already done at this point (far more than has yet been shown to the public).

If it has a tagline, it's something along the lines of "Myst-like first-person view puzzle/adventure game made with varied, realistically detailed O-scale miniature environments". It's sort of like exploring a litany of fantastically weird model railroad sets, from the POV of a tiny figure.


The price point for players, after all that struggle, and painstaking effort? $1.50, plus a $1 pack of extras [making-of stuff, etc] for fans who really liked what I did. And that's when it isn't on sale. This Easter weekend I'm putting preorders for both the game, and the extras, and FIVE very substantial already-released asset packs for game developers, on sale in a gigantic bundle of 90% off. I.e. a bit under a dollar for seven things bundled together. It's crazy. I also think that if past track records are anything to go on, the sale - even as good as it is and with all I've done to promote it - will result in less than $10 raised in all. (I've had occasional similar sales and after all of them, I've still made under $50 total so far on Itch.IO. And while that's well over 20 sales made, nobody has yet rated anything I've sold. They can't be bothered. I even gave keys out to a handful of handpicked successful game devs on Itch for free, half of them didn't download my stuff, and the half that did, none of them commented, rated, or offered useful feedback. They just took the freebie and didn't review even though I encouraged them to do so. It's getting really frustrating. Especially since I know firsthand how much things improve the moment the first review or two show up. I opened an Etsy shop in 2015, sold nothing until 2019, fortunately my first buyer posted a five-star rating and then things sort of exploded over the next three months (that is, until the coronavirus largely gutted the market recently) and the same thing happened for me on eBay a few years before that - I sold some stuff literally for a penny + free shipping. And someone ordered it. I took a loss there but it got me my first rating, and things improved after that. I now have 387 ratings on my eBay seller account, and so far anyway, 100% of them are positive. So I'm optimistic that what has happened with eBay and Etsy will happen sometime fairly soon on Itch, and then maybe my Itch profile will then begin to sort of steadily gain momentum: HERE IS MY ITCH PROFILE. (Watch for the sale April 10-12, 2020.)

A few examples of just some of the stock 3d assets [setting aside the 150+ video elements, and 1400+ image texture maps across these five asset packs]





I mainly look at play time compared to size. If it's >100-200 MB for a 5-minute demo, I'm not going to bother, even if it looks good. It's not worth the bandwidth and wear and tear on my storage drives.

If it's an acceptable download size, all I need is a decent description and a few screenshots. Good games generally speak for themselves.

(2 edits) (+1)

The reasonkohithat demos, or more recently, iAP/DLC and the freemium model have overtaken games lately (as annoying as that is) is that the idea of downloading a game for free removes that initial barrier.click speed test

That's the way I see it as well, but then what happens is that players get upset when an iAP or DLC is something they felt should have been included in the free game to begin with (What? I have to pay $1.99 to unlock Chapter 5?) .

So the developer gets screwed either way. If you make them pay up front, good luck getting downloads. If you make the game free but have ads, iAP or DLC, you'll get the downloads but also maybe some resentment. It's a tight rope to walk. Personally, I'd rather pay a one-time fee, but for that to be reasonable it is imperative that a developer have a demo.

(2 edits)

Exactly what I want to know

Moderator

Hi, please avoid derailing topics with self-promotion. Getting your game out there is hard, but we don't allow excessive self-promotion, especially outside of places designed for that.