by Pyrodactyl Games
Interesting read Rutskarn, and no you didn't sound at all ungrateful--you're just sharing your experiences with us, which we appreciate! It's a shame that so many writing jobs wouldn't let you do side-work! I understand no-compete clauses... but not even unrelated fields? That's just plain wrong--what you do in your own time is none of your employer's business as long as it doesn't cause a conflict of interest.
On to the game: I just finished my first run through the game, and I was extremely impressed! This is real role playing! Man did you give us tough choices! I was trying to find the most peaceable solution and there was absolutely no single all-encompassing "clear and easy" choice to make. All sides had touch decisions they had to grapple with, and I actually ended up making some choices that I *didn't* want to make, because it felt that doing what I wanted would cause more harm (unintended as it may have been). I backed you because I felt that your game had promise, and you more than exceeded my expectations--you've made an excellent piece of art!
I haven't seen a game in ages where your choices were actually choices (we all love those "choices" where if you don't choose what the game wants, then it simply says "no, no, but I insist!" and makes you choose again until you do what it wants... Or the choices that simply don't matter at all... Yeah...). Though, I'm not the quickest decision maker (some say I think too much), so I did perhaps take longer than I should have to mull over some of your choices, but that's just me being me ;)
Normally, I like reloading games to see what all choices could come out with, because I'm curious and I like seeing all bits of a story, and I certainly don't want to play a full game over again just to see each minor difference that, when it comes down to it, really didn't matter to the overall story anyway. However, for your game, I chose to play in human mode, because it seemed like this game would actually deserve it and it would be more true... and I'm not one bit disappointed with that choice. Though, I definitely made choices that I wasn't happy with and wished I could reload... Sometimes accidental choices, thinking something would go one way, or that I'd have a different branch in the dialog, or wanting to help someone but inadvertently getting them mad at me, or simply being a bit naive about what I was *really* agreeing to and then having to live with the consequences. But, I'm glad I played in human mode, and I'll definitely play through in human mode the next time too, I have a feeling that it will be a very different story the next time I play.
Now, I'm going to go give you five stars on GoG. Hope your sales do well for you on all platforms--good luck!
Refreshing read which hopefully gets a few cobwebs off some eyes.
What a fascinating read. Thanks so much for being so honest and brave to share it. Also, don't worry - it comes across as being grateful too. :)
Totally awesome read! Thank you :)
It's great insights into Indie development like this that I wish I could share with others who have donated using Kickstarter or have interests in what Indie devs have to go through. I've seen some projects go south that I was following, but couldn't afford to back. And of course I'm sure many were a little upset with how Double Fine handled theirs...
So yeah, this was really good to read/hear about what you guys had to go through and provides a much needed look at what -really- goes on behind the scenes. Maybe eventually I can share this update on Tumblr.
Thanks a lot for the positive comments everyone!
@Kris: The game ideally only supports resolutions bigger than 1280 wide, hence why some parts are being cut. I'd recommend perhaps using windowed mode and a sliiightly wider resolution so the text isn't cut off. Not the most optimal solution, but can serve as a temporary workaround.
Wonderful post. I appreciate the honesty, and am very much looking forward to playing the game.
It's really interesting to get a behind the scenes look. Despite your assurances that you accept what's involved, I can't help but feel complicit in the way the industry seems to use and abuse artists looking to create something important. This certainly strengthens my resolve to continue to support developers through Kickstarter, and I'd like to thank you for the frank tone of this postmortem, and for trusting us to be mature enough to handle it.
Thank you for this!
(Sorry to ask here, but I haven't gotten onto the Steam forum yet.) I have a 1024x768 monitor and a Windows 7 PC. I'm finding that the default resolution for Unrest cuts off the image on the right edge as though it assumes a 16:9 aspect ratio. Setting the game's resolution to 1024x768 or even 800x600 doesn't seem to fix the problem. How can I get the game to display properly?
Thanks for sharing; I really enjoyed reading such a honest appraisal of making a game.
I have to say, this is one of, if not the best public statements about gaming that I've ever read, be it from a Kickstarter update or a AAA press release. This is the kind of transparency we need more of, and I thank you for it. Bravissimo, guys. And now back to the game, for me!
Oh, and don't worry, you don't sound ungrateful at all – just honest.
Well, very, very nice to get this kind of info. Really appreciated. Will probably leave more thoughts in the STEAM forum but the short of it is I enjoyed the game! It was also very good to see you guys supporting the game as fast as you could once it was released and feedback reached you. Cheers!
Wow! Very interesting and eye opening stuff. Thank you for being so frank. I have only just begun to play Unrest (without spoiling anything, I just made my decision on whether to marry or not) and I can already tell it's something special. Be sure to keep me on your mailing list for when and if you guys do another kickstarter.
I haven't even started up Unrest yet (I have a heck of a backlog and trying to juggle my games between work and social life) but I was extremely impressed with this post. This should be a little manual for people who want to try their hand at Kickstarting. I've acted as a mentor for marketing a Kickstarter (something you folks didn't need, it seems!) but it's very interesting to look at the financial and labour aspects of the indie scene and Kickstarter in particular.
When I give the game a good run (and make an objective assessment, which is how I roll) I'll share my information with others to get on board. From what I have seen in updates and the like, I am sure I shall not be disappointed. I threw my hat into the ring with this game, but it has definitely grown on me, as it has grown via the regular updates.
I haven't finished the game yet, around 4 hours in. Though so far I'm impressed by your guys work, and that you've been honest with us all the way through development.
Thank you for that.