Created
April 27, 2019 09:06
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1) i'm inconsistent about whether i choose to allow comments on my games or not. a lot of my games are trying to have a certain atmosphere of sombreness or gravity that seems is at odds with having a list of gushing comments directly in eyesight before you even play the game. on the other hand i like to receive nice comments, and i know people like to give them, and also see what others are saying. i wish i could have the comments be a seperate page you have to click through to | |
2) if people get stuck or aren't sure if they got to an ending, it's good that they can comment that so i can write a response for everyone who might have that same confusion (shoal had an exit that wasn't so easy to read as an exit). however, when i post my game, it's done: so i'm not looking suggestions on how to improve it. i think the bitsy community are better than the wider public at appreciating the game for what it is and what it is trying to be--i'm not interested in commenters were uncomfortable because they had their expectation of what a game is challenged. i allow my games to be "rated" on itch.io because it helps discoverability on the games browser, and it allows people to leave nice comments in the review text--but the numbers are truly meaningless and some of the reviews are really bizarre in their criticism | |
3) | |
the review that ticked me off the most is this: | |
"I would never play this again. Too many words trying to have a deeper meaning. I would have preferred it to be written like a normal person was talking and not some person who sounds like they are trying to be smart when explaining something. ;-/ The art was simple and nice." | |
now this a game for the gothic novel jam, in which the narrator recounts their frenzied obsession and descent into madness--and you would prefer them to be written like a normal person? leaving aside that point, the "i would prefer" sounds as if they felt entitled for the game to be tailored to them--why? | |
someone else commented: | |
"This is wonderfully, epically overblown madness" | |
yes, exactly! | |
then there's the bizarre back-handed complement: | |
"I usually enjoy these bitsy games more than they deserve." | |
where do you even come up with an idea of how much something deserves to be enjoyed? perhaps you just need to realise that you're consistently underestimating bitsy. | |
i loved this foreboding comment of a poem: | |
"The second time we meet here, by your game. | |
Your words and your works have some secret power, some connections. | |
Looking forward to more." | |
high praise, but i particularly like it because i really am trying to build a sense that there is something beneath and between the works and connects together | |
"I love this kind of existential horror take on creativity and art" | |
"This chapter is so satisfying in its melancholy and its doom. I love watching the castle warp and decay throughout these games." | |
"god i love this castle tileset even more this time." | |
i think i enjoy most the comments where people seem to identify something i was trying to do and comment on that, especially when it's something i'm doing as a whole with the larger body of work | |
"God this series had captivated me ever since the first entry! I can't wait to see what happens next! I replay them when I get stressed or sad and its so easy to loose myself in these worlds. Thank you so much for sharing this series!" | |
it's great to hear that my games have some permanence and meaning to someone beyond the single play session preceding the comment | |
4) i don't comment much at all. when i comment it's usually because some aspect of the game felt particulary exceptional, something that surprised me or surpassed my expectations or experience. i also comment sometimes so that the author knows that yes, someone really did play your game and like it |
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