What made you want to release the demo so early? I'm excited for the game but i dont wanna play the demo bc im worried i will really like it and it will make waiting for the release more difficult lol
I dont anticipate that it would be that different for people that are getting introduced to the game through it. Even if it releases early 2025 it's still half a year to maintain interest.
Hi! Releasing the demo early is part of our outreach/marketing strategy. Having a strong demo out ASAP is good for multiple reasons - applying for funding, but also applying for things like Steam Events which often require demos. The other reason is just by having a good demo out, accumulates awareness and word of mouth over time. I think some people were unsure about the bumpslash/etc, so having a playable version out is good for proving that the game design works! And generally speaking it seems to have paid off - a few people have covered it on youtube/twitch, we have more players interested on Twitter, etc. I think it was also a nice gesture for the people who have been following it since back in 2022, so they now have kind of an appetizer. Hope you'll enjoy it next year!
I love this concept of a setpoem. I've been grappling with how to design levels for my own games, and trying to figure out why certain games' level designs resonate with me. Thinking in terms of setpoems really helps me with this, thank you!
Glad it could help! I think 'analyzing with setpoems' will be useful because it helps people see idea that exist beyond the usual mechanical puzzles/challenges of levels.
Hello! i love your work.
What made you want to release the demo so early? I'm excited for the game but i dont wanna play the demo bc im worried i will really like it and it will make waiting for the release more difficult lol
I dont anticipate that it would be that different for people that are getting introduced to the game through it. Even if it releases early 2025 it's still half a year to maintain interest.
Hi! Releasing the demo early is part of our outreach/marketing strategy. Having a strong demo out ASAP is good for multiple reasons - applying for funding, but also applying for things like Steam Events which often require demos. The other reason is just by having a good demo out, accumulates awareness and word of mouth over time. I think some people were unsure about the bumpslash/etc, so having a playable version out is good for proving that the game design works! And generally speaking it seems to have paid off - a few people have covered it on youtube/twitch, we have more players interested on Twitter, etc. I think it was also a nice gesture for the people who have been following it since back in 2022, so they now have kind of an appetizer. Hope you'll enjoy it next year!
Woah that's really fascinating. If it's alright with me asking, how did the marketing strategy emerge? Is it just intuition from years of experience?
I love this concept of a setpoem. I've been grappling with how to design levels for my own games, and trying to figure out why certain games' level designs resonate with me. Thinking in terms of setpoems really helps me with this, thank you!
Glad it could help! I think 'analyzing with setpoems' will be useful because it helps people see idea that exist beyond the usual mechanical puzzles/challenges of levels.