Tell me about it, trying to go simple and that, just... going out of the window, every! time! :rofl:
I don't struggle with the same issue because I get neither sales nor comments :laughing: (I mean, I don't sell my stuff. But yeah the gap between clicks/downloads and actual comments is insane.)
I REALLY get what you mean, every positive comment on anything I make makes me SO happy, it's so meaningful. That's like, the entire reason I make games, it's to share things, to connect with people, to create meaning, right? To make something, that someone else might find meaningful to *them*, touching, resonant. That's also why when I have the energy, I like to show the designers that I like (and who don't get a lot of actual comments/active engagement) that I appreciate their work, that they are seen, you know?
It can be so lonely, you make something; for dozens of hours you toil away, you always put a piece of yourself in it, and then you drop it into the void and you can't even hear when it hits the bottom of the well. So every moment of connection about these games, when it's like that, just self-publishing online, to me that's part of the reason I make anything. My first Ludum Dare was almost life changing because of that. So many people validating my work, and it really came at a moment of crisis for me and pulled me out of that hole a bit.
Hadrian's Wall!!! I love it, it's SO good, right up my design alley!! But even that I can't play it solo (although I'm sure it works just as well)! I *have* to play it with other people. Likewise, the Slay the Spire board game can be played solo and clocks easily at 6-9 hours for the 3 acts (so there's that for long solo games), but I play it with other people as well.
But yeah, for sure, short games is a good idea for solo offering, because I think me time is "harder to justify", in a way? Like, the designs can be wonderful, the experiences can be fully engrossing, but it's SOOOO tough for me to just sit down and actually play it if I don't have like, other people to "anchor me" into actually doing it and help me stay focused? (As well as the social element giving another dimension/justifying the game in a weird way?) But also I lose my focus so easily unless I'm in hyperfocus so, you know.
I think the game you made does something very precious though, because it kind of blends together a really simple, streamlined solo game, and a narrative campaign with a lot of very nicely crafted, literary text content. And writing this much and editing, it takes a lot of work, which is also part of why your entry is so impressive I think. (And I really hope some other people can see what you did, because it's really cool and special I think for a ludum dare project, it reminded me a little bit of some sort of more narrative My City? And I absolutely loved My City, and I think you might love it too.) As a campaign, it might not need to be replayable, right? But you can also craft it as a sort of replayable campaign game, where the overarching campaign structure and planning is part of the experience, and that can be incredibly enjoyable as well. But I think that's like, two very different directions that you can take the game towards - 1. a one-shot campaign with a stronger narrative component, like it is now, or 2. a replayable game with a cool narrative, but the narrative might leave the spotlight to the gameplay - esp. on playthroughs after the first. And I don't think you necessarily approach the design for either the same way, right?
Ah gosh yeah Gloomhaven... I love that game but girl, the setup for that... I can't lmao, I play it with my ex-roomy exclusively as a videogame :rofl: (even though we had the box... I think we used it like twice before going fully digital, also because of not living together which... makes sense)
It's so interesting to read about your process, thank you so much for taking the time to have a conversation with me! You're just adorable! Also, yes, I see what you mean about the narrative, it's really interesting this conflict in the game's direction!