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SurvivorsGate⚔️
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SurvivorsGate⚔️
@WhyEmBeDev
Working on Survivors Gate inspired by those stupid fake mobile game ads⚔️ Previously 360° rogue-lite Orbital Bullet🪐
Sumali Kasım 2015
386 Sinusundan542 Mga Tagasunod

I wanted have my indie game translated professionally but it was going to cost $2000 per language.
So instead I tried AI translations but they were low quality and caused bad reviews (understandably).
Fortunately, lots of players in my Discord volunteered to help translate, which was great! But I had to manage all the volunteers and their translations through Google Sheets and this was a ton of work.
I don't want to go through all that again, so I made a tool to make Community Sourced translations painless!
It's very efficient and easy to use. I'm planning on making a walkthough video soon, but for now if there's anyone who might be interested in using it, please let me know!

English

Sure. It started with a few control variables for validation and then the participants (gamers) had to complete a PANAS test to determine their emotional state. After that they were shown various screenshots from different games one after another. They were asked to rate their interest in each game based solely on the screenshot.
Interestingly, the intensity of the emotions correlated with interest while love or hate had no influence at all. Only the intensity. But when you think about it, it makes sense. Both fans and haters can be extremely interested in something even though their feelings are completely opposite. Whether you can turn a hater into a buyer I dont know. But this certainly plays a bigger role in marketing. Haters will also view your content, which is why such polarizing topics go viral more easily.
English

That's very interesting! Can you provide more context about how people with a negative emotion for a game interact with it?
My assumption was just that negative emotion meant that it's probably got something - but meant for other people. I hadn't thought that folks with a negative emotion might also be a valid customer base.
English

Gamedevs, here's how to actually validate if your game prototype is worth putting serious time and/or money into:
1. As soon as it's playable at all, play it yourself and be honest with yourself if you're having fun.
2. If it is fun, show it to family or friends and see how long they play it (important: do not pay attention to if they say it's fun, but how long they play it).
3. If your friends and/or family play it for longer than you were expecting, then give it to strangers to playtest.
When you do this have a survey in the game to try to tease apart what makes it fun, why, and what doesn't feel good (where the friction is).
By the end of this process, you've validated that it's fun and found out what your next steps are.
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@onlypancak3s_ Ohh thats a really good idea and solves many things at once! Could also be a screensaver looking at it😂👌 well done
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@jogamedev @onlypancak3s_ THIS. When I did my bachelor's degree I wrote a thesis with an experiment about how emotions affect your interest in a game. And actually it did not matter if you love or hate it. As long as you have strong emotions it was the same. The middle is where interest is dead.
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@onlypancak3s_ haha so maybe it's strong emotions of any kind that validate :D
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@PondsideGames Yes builds can become quite crazy right now😂 I will have make sure that you can still see shit after a certain point lol
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@WhyEmBeDev Great idea to turn a parody into a full fledged game! I'm assuming the total chaos in the late game stages is intentional? It gets so intense that you can barely see anything.
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@WhyEmBeDev You took a game from Temu and made it better 🤣
That's quite a feat.
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