Why I failed my release.


Hi gamers !


Writing a few lines to explain why I failed my game release.

First, as I said in FAQ, in front of the ton of work my game would be I decided to first make a prologue to find my public. 

So I made a very short walking simulator. 


Here are the problems:

1st problem : I made the prologue in a different gender than the next.

2nd problem: I explained nothing about what the final game would look like. Any concept art, gameplay description, anything visual. 

At this point, people can't know at all what I could make further. My art style is not great and my game design is also weak because of the gender I choosed for the prologue. In fact you can judge by this game I only got intermediate skills.

3rd problem: I didn't think about marketing at all. I trusted that Itch.io could send me all the trafic but I will not. Because my game is more an experience than a game and my public is not the main trafic on Itch.io . You should about marketing months before the release.

4th problem: I made a deal => Buy the prologue and you will get a free key when the final game is released. 

Same problem, people won't buy a game they can't see.


So price is now at 1.99$ because it is what I estimate for 6 months of work even if it is expansive for 15 minutes of work.

People who bought the game when the deal was on will get their key. The final game is not canceled.


Finally, I have learn after so much hours to make such a short game that it is not wasted time. I practiced and learned. I know what I will and what I don't.

Now I can estimate time of work needed. I wrote all day my work time, these datas are useful and I will use them in the future.

If you are beginner you should make many little games first. You will learn more and get more fun making them. Making a big project first was sometimes painful.

And beginner or not, the public you target is the most important.


I made mistakes but you cannot learn without loosing. That's the game.

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