what should a new developer do when releasing a part one?

dora_the_destroyer

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i am working on making my own games, and was wondering how someone new should go about the whole relesing of a demo and stuff like that. what would you do if you were in that situation? lets discuss
 
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A little bit of silly advice:
The first release should introduce at least a few good looking characters to lure players in.
It needs at least one hot scene to pull in the hook.
That and at least half an hour of gameplay.
Advice from a nobody who's done absolutely nothing ;)
 
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i am working on making my own games, and was wondering how someone new should go about the whole relesing of a demo and stuff like that. what would you do if you were in that situation? lets discuss
I would say give a flavour of what your game is going to be. If it slow-burner with story being the focus you have to nail the introduction of the characters and and intro to the plot. Whereas if your game is going focus on sex, portray how great how sex scenes are/ showcase how hot the ladies are I guess.
 
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I would say give a flavour of what your game is going to be. If it slow-burner with story being the focus you have to nail the introduction of the characters and and intro to the plot. Whereas if your game is going focus on sex, portray how great how sex scenes are/ showcase how hot the ladies are I guess.
thanks!
i was thinking the same! but its good to hear other oppinions and maybe start a larger conversation
 
Set your expectations low, and be prepared for anything. When I released my first chapter it got mixed reviews some liked it some hated it. Don't let negative feedback discourage you. I got a lot of hate for some characters, and after sticking with my story I am finally starting to see that pay off. I get way more positive feedback than negative stuff now. Just hang in there and talk with other devs it helps.
 
I always thought that a first release shouldn't be a demo or just an intro. Even if it's well put together, if there's barely any content I will barely remember it the next day. To the point that I don't really play such early versions anymore. Make the intro, develop a generous bit of the early story and get things going, and then release it. Hard to make a good and solid first impression if all you offer is a little bite.
 
Another tip is to interact with your fans, not just on your donation sites. Chat with them on Discord, and sites like LC. It makes a huge difference seeing a dev that interacts with fans than ones that don't.
 
He should release a demo version, with a few bugs. If the models and the plot or story are right. Then you can give him a review and possibly tips and hints.
 
If I were you and this is my first project, I would release the first chapter(s) for free, so, apart from showing your characters, you can make a first impression of the way you are going to tell the story and generate an expectation for the rest of the chapters (it would be advisable to use a good cliffhanger at the end of the chapter that links to the next one).
 
Personally, I would try making something short and more focused in improving my skills and find out a middle ground between what I like, and what the public like, until I get confident enough to launch a big project.

Also, there's a big chance that you will suck at the start, but keep going and you will eventually get better
 
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Be clear about where you're at in the dev process! I've seen tons of people get really upset because they were expecting more content out of a first release that showed off where it was going without mentioning where it was currently at
 
Describe your plan, how often you plan to update the game, what will be needed for quicker updates etc.
 
If I may offer a word of advice, as I'm a small dev with a little experience. When I released my first version, everyone advised me to make it long, with lots of images, and so on. I'd advise against it. Do a prologue, introduce the plot and the main characters, one or two animations, a bit of sex.
If people like it, you'll want to continue with Chapter 1...etc. If they don't like it, learn what they didn't like and fix the problems. Go at your own pace and don't listen to anyone if you already have a clear vision of your story.
Good luck, because believe me, you're going to need it.
 
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You need to add some personnality to the characters, to make them uniques and not clones. Interact with the community for the feedback and the future updates, do some set of pictures to tease and work your skills, and have fun yourself in the process.
 
1. Make questionable content (niche kinks) avoidable before you release it, except your games focus ARE these kinks, then give a proper warning in your release post to avoid shitstorms
2. Give an interesting overview about the story so far, dont spoiler future content
3. Listen to reasonable advice, but dont let the users dictate the way or try to fulfill every content wish, it will only reduce your motivation and can even burn you out, many abandoned games ended that way
4. Look for a fast hoster (no dl limit like google) and if you intend to add good content (incest, loli, whatever) at any point and want to earn something with your game, dont even think about using patreon, go directly to ss or itch so they dont piss on your work or steal your money
5. Have fun in the development, if its becomes work the writing/story will suffer
 
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Many good suggestions here. I would add: Don't let the scope get too big, you will only burn yourself out. Also, keep the cast relatively small, you can always add on later.
Also. When using multiple routes, plan them out ahead of time. Many devs gets confused themselves when too many different routes are in game.
Utilize at least 1 bug tester. No one can catch them all.
 
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Choices are great and all, a built in walkthrough if it applies. Also depends on how often it can be updated. If you are going to do it like twice a year the updates need to be longer. Good renders and a spicy animation or 2 will make me want to keep checking for updates for a first release.
 
Only develop one game at a time, not several in parallel.
People tend to underestimate how much time development takes.
 
demo should be the core of your game, it will show what to expect and the general gameplay.
 
Only develop one game at a time, not several in parallel.
OMFG This, right here, I cannot emphasize it enough LOL. I have a SEVERE case of "bit-off-more-than-I-can-chew-itis" as I am actually sort of developing 9 games in paralell. Not the art, but story. I had the brilliant Idea that since a bunch of the story ideas I've had in my head for years and that I've jotted down from time to time, could actually work really well as a sort-of series, I'd do just that. Except it isn't a linear series, they are all taking place in the same time frame, and the characters from one game will interact with some of the characters from other games. Something that happens in game 1 will affect things that happen in game 4, and so on. Not player choice events, just background story events, but still DO NOT DO WHAT I AM DOING!!!! I hate myself for doing it, and I am too damn stubborn to give up on it. But it will be at LEAST another year before I am ready for any type of release, even for the demo of game 1. And THAT is only if I can find an artist to help get it out, if I have to do all the art/graphics myself, it could be significantly longer.
 
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