- cross-posted to:
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- [email protected]
- cross-posted to:
- [email protected]
- [email protected]
- [email protected]
It’s got cat’s…hat’s…and… errr… stats. What more could you want?
It’s got cat’s…hat’s…and… errr… stats. What more could you want?
Not a bad idea, might do it when we add it to itch properly. (And hopefully a Linux build)
I wouldn’t spend resources on making a demo unless you just wanted to anyway. Steam’s refund policy gives everyone a two-hour demo by default. Two hours of gameplay has always been enough for me to know if I want to keep a game or not.
Accordingly, I picked up a copy of your game. It looks like it’s my kind of game, but if I’m wrong, I’ll know well within the refund window.
I realize this doesn’t cover other game stores, but people can always test drive through Steam and purchase elsewhere.
I agree and that was mostly our thinking when we decided to not put out a demo at the start (and also the quite cheap asking price) I suppose the benefits of a demo would be…
Not everyone knows about steams refund policy
The gameplay can make it look quite a frustrating game (which it can be at times, but we have really tried to work around this) so a demo might encourage people to try it out and hopefully show them its tough but fair. (And even generous in places)
Not sure this all adds up to a strong argument either way but just thinking it over.
I think the biggest problem has always been visibility in general, we are terrible at promotion and left it very very late.
That’s true that not everyone knows about the refund policy. I know advertising isn’t cheap either. Hopefully whatever you decide, it will help sell some copies!
I like the game, by the way! It’s well worth the price!
Thanks so much… For the purchase and the feedback. Pricing is another mine field - too cheap and people think it is low quality too much and people expect more than just a simple platformer.
Cats + Linux = shut up and take my money