Looking for Feedback (Mini Update)
Hey everyone, I skipped the release update since everyone should have gotten an email from itch.io instead (for anyone confused, the keys are linked to the email you used....so for most people that just means making an account with that email).
I'd really love any feedback anyone has on Labyrinth. One suggestion recently was asking for a manual....which I'll be working on probably this coming week. It should help take the edge off of the starting learning curve. (Also apparently there is a bug hiding the key rebinding screen for some people, which we should have fixed soon).
Also, there seems to have been a bit of confusion with those that don't seem to follow the updates very much.
Bloom: Labyrinth is NOT Bloom: Memories.
These are two very different games, that play completely different, with different assets and a very different world. Even the camera angle isn't the same (one is closer to isometric, the other is straight top down).
Backers here supported Bloom: Memories and bought copies of that (delayed as it may be from the mess of people coming and going). They do share a lot of under the hood stuff though, which is why I went ahead with Labyrinth in the first place (such as save system or merchant system being work we can carry over into Memories later. That type of sharing of base engine and systems between games from the same company is very common in gaming).
"Bloom" is just the IP name....like "Assassins Creed".
Just figured that needed clearing up. I've seen so much confusion about what was happening lately....this is NOT the release of Bloom: Memories, just a small detour to hopefully help in a variety of ways.
Anyhow, now that the first bit has passed....time for a postmordem of how release went! -drum roll-
Obviously this time of year was horrible timing for release (sadly, not too many options), and itch was a poor platform to bank on (especially since they deal with more game jam games and different type of audience). So....I think it's safe to say this experiment was a failure haha.
So....time to shake things up and take off the gloves!
First price drop. I was far too bold in pricing (especially with how important sales are in the short term). It's already been done on itch (not that it matters there too much).
Second, steam! Yup, it seems the best option is to go limping back to the big platform and just help do my part to get Gabe to his 6 billion. Really though, if you think about it....he deserves it, he revolutionized the world with innovative innovation.
Also, since we are going to steam....it also suddenly makes FAR less sense to criticize them....so....Faucet won't be happening.
Anyhow, hopefully this next launch in a couple weeks does better....(I'd love to get out a couple weeks before Christmas, but the approval process is a lot more involved). Or I suppose just delay till after the holidays isn't a big deal either.
Time for round two... :) And hopefully the experience with itch will help make the launch on steam stronger than it would have been if we went straight there (bug fixing and sorting out the mess with the Linux version alone has been worth it).
I think this has been a good lesson in how idealism doesn't pay the bills. I got to get a lot more serious if Bloom is going to survive all this.... (hold on tight haha).