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Steam News31 October 201510y ago

Game Progress, feedback, and future plans

Game Progress, feedback, and future plans Over the past 6 months Devoured Time’s progress has be sporadic and seemingly unorganized. Looking at it from a customer’s perspective it must seem like nothing is getting done.

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addedGame Progress, feedback, and future plans Over the past 6 months Devoured Time’s progress has be sporadic and seemingly unorganized. Looking at it from a customer’s perspective it must seem like nothing is getting done. While game progress in relation to gameplay and content are definitely lacking, other areas, ones not seen by most have been excelling. Devoured Time’s early access launch was controversial from the start, with having little to no preexisting fans, and being an rpg. But it has paid off, I accomplished what I was hoping to. Using player feedback, experimenting with gameplay systems, and following other games, Devoured Time has evolved. I always had a vison for the game but the specific path I wanted to take wasn’t clear. Thanks to the past 6 months that path is now 100% clear in most part due to the feedback provided during this time. Game Progress So let’s talk about the games progress thus far. On the outside it’s not obvious that’s much changed since launch and that’s true for what you don’t see. However much has been done behind the scenes with in game systems. It was a trial and error process, taken one system and pairing it with another was very slow. One system would work perfect, but the other would fail or just not be practical. It involved complete rewrites, to scraps, to completely new ones. At one point all the systems worked fine together but there was still something missing. But those issues have been removed, all key systems now work smooth together so the trial and error stage is near complete. Feedback The feedback for Devoured Time has been amazing to say the least. I welcome all feedback, good, bad, silly or just plain crazy, and I think I received it all. Surprisingly most has been positive, even in the games current state. But what’s more surprising is that 99% of the feedback has been inspirational. I always told myself from day one, that if I had just one person believe in my game (besides family and friends) that would be enough inspiration to continue the project. Well I have many now so inspiration level is at all-time high. But all feedback is valuable, even the kind one might not always want to hear. Negative feedback can break some people, make them give up or start to doubt themselves, but it in itself can do even more then positive feedback. In most cases people with negative feedback are more into something then the rest, so much so that they get upset, even angry when the product isn’t living up to their hopes and wants. If they really didn’t care, in most cases they wouldn’t even bother. Now there are always exceptions but the negative feedback Devoured Time has received has all been valid. Content is lacking, the project has been all over the place, and patches have taken long. In Hindsight I wish I had started the price of a bit lower, but I didn’t quite understand the right price to start at and went with some recommendations. Other than that I knew and planed for much worse feedback then I have received. Future Plans What does the future hold for Devoured Time, well I would say the future is looking pretty good. Using everything I learned in the past six months I created a final plan laying out the flow of the game, the number of quest,

Devoured Time changes

addedGame Progress, feedback, and future plans Over the past 6 months Devoured Time’s progress has be sporadic and seemingly unorganized. Looking at it from a customer’s perspective it must seem like nothing is getting done. While game progress in relation to gameplay and content are definitely lacking, other areas, ones not seen by most have been excelling. Devoured Time’s early access launch was controversial from the start, with having little to no preexisting fans, and being an rpg. But it has paid off, I accomplished what I was hoping to. Using player feedback, experimenting with gameplay systems, and following other games, Devoured Time has evolved. I always had a vison for the game but the specific path I wanted to take wasn’t clear. Thanks to the past 6 months that path is now 100% clear in most part due to the feedback provided during this time. Game Progress So let’s talk about the games progress thus far. On the outside it’s not obvious that’s much changed since launch and that’s true for what you don’t see. However much has been done behind the scenes with in game systems. It was a trial and error process, taken one system and pairing it with another was very slow. One system would work perfect, but the other would fail or just not be practical. It involved complete rewrites, to scraps, to completely new ones. At one point all the systems worked fine together but there was still something missing. But those issues have been removed, all key systems now work smooth together so the trial and error stage is near complete. Feedback The feedback for Devoured Time has been amazing to say the least. I welcome all feedback, good, bad, silly or just plain crazy, and I think I received it all. Surprisingly most has been positive, even in the games current state. But what’s more surprising is that 99% of the feedback has been inspirational. I always told myself from day one, that if I had just one person believe in my game (besides family and friends) that would be enough inspiration to continue the project. Well I have many now so inspiration level is at all-time high. But all feedback is valuable, even the kind one might not always want to hear. Negative feedback can break some people, make them give up or start to doubt themselves, but it in itself can do even more then positive feedback. In most cases people with negative feedback are more into something then the rest, so much so that they get upset, even angry when the product isn’t living up to their hopes and wants. If they really didn’t care, in most cases they wouldn’t even bother. Now there are always exceptions but the negative feedback Devoured Time has received has all been valid. Content is lacking, the project has been all over the place, and patches have taken long. In Hindsight I wish I had started the price of a bit lower, but I didn’t quite understand the right price to start at and went with some recommendations. Other than that I knew and planed for much worse feedback then I have received. Future Plans What does the future hold for Devoured Time, well I would say the future is looking pretty good. Using everything I learned in the past six months I created a final plan laying out the flow of the game, the number of quest,

Game Progress, feedback, and future plans Over the past 6 months Devoured Time’s progress has be sporadic and seemingly unorganized. Looking at it from a customer’s perspective it must seem like nothing is getting done. While game progress in relation to gameplay and content are definitely lacking, other areas, ones not seen by most have been excelling. Devoured Time’s early access launch was controversial from the start, with having little to no preexisting fans, and being an rpg. But it has paid off, I accomplished what I was hoping to. Using player feedback, experimenting with gameplay systems, and following other games, Devoured Time has evolved. I always had a vison for the game but the specific path I wanted to take wasn’t clear. Thanks to the past 6 months that path is now 100% clear in most part due to the feedback provided during this time. Game Progress So let’s talk about the games progress thus far. On the outside it’s not obvious that’s much changed since launch and that’s true for what you don’t see. However much has been done behind the scenes with in game systems. It was a trial and error process, taken one system and pairing it with another was very slow. One system would work perfect, but the other would fail or just not be practical. It involved complete rewrites, to scraps, to completely new ones. At one point all the systems worked fine together but there was still something missing. But those issues have been removed, all key systems now work smooth together so the trial and error stage is near complete. Feedback The feedback for Devoured Time has been amazing to say the least. I welcome all feedback, good, bad, silly or just plain crazy, and I think I received it all. Surprisingly most has been positive, even in the games current state. But what’s more surprising is that 99% of the feedback has been inspirational. I always told myself from day one, that if I had just one person believe in my game (besides family and friends) that would be enough inspiration to continue the project. Well I have many now so inspiration level is at all-time high. But all feedback is valuable, even the kind one might not always want to hear. Negative feedback can break some people, make them give up or start to doubt themselves, but it in itself can do even more then positive feedback. In most cases people with negative feedback are more into something then the rest, so much so that they get upset, even angry when the product isn’t living up to their hopes and wants. If they really didn’t care, in most cases they wouldn’t even bother. Now there are always exceptions but the negative feedback Devoured Time has received has all been valid. Content is lacking, the project has been all over the place, and patches have taken long. In Hindsight I wish I had started the price of a bit lower, but I didn’t quite understand the right price to start at and went with some recommendations. Other than that I knew and planed for much worse feedback then I have received. Future Plans What does the future hold for Devoured Time, well I would say the future is looking pretty good. Using everything I learned in the past six months I created a final plan laying out the flow of the game, the number of quest,

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Steam News / 31 October 2015

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