>if you're looking to make money from this, you need to have the demo playable directly on your website.
I'll work on this. My website seems to be handling the strain better than I'd expected, so I really have no excuse.
>$3 is also too low; you're likely to make far more revenue at $5 or $7.
I actually tested it at $3.99 when I first submitted it. Nobody was buying it at all, so I dropped it to $2.99 and quickly made my first few sales. It could probably also be attributed to my lack of a demo during this period, though, but I'm pretty certain the price drop had a non-negligible effect. Maybe $3.99 is just an ugly number?
>You also should make the intro more like 10 seconds long at most. Split the intro cutscene up and show it slowly over the levels.
This is honestly something I struggled with. I didn't want an overly long intro, but at the same time I wanted an intro that'd let the player know what's going on immediately. I couldn't find any other way to pace it, so I loaded it up front and towards the end with the meatiest part of the gameplay in the middle fairly uninterrupted. I probably did lose some of the customers who play games exclusively for the action, but my main goal was to make something that wasn't necessarily complex gameplay-wise, but had a decent plot to help string it along.
>* Shadowing is impressive!
Most of my initial criticism came from how I did shadows, but I insisted upon keeping them. I'm surprised I've actually received positive multiple comments on it.
>I wouldn't try to release quickly and barely test a project I've been working on for two weeks, let alone two years - something to keep in mind so you don't have to learn it the hard way like I (and many others here) did.
The main game's been extensively tested; the demo was rushed out because I didn't really plan on releasing one. Comments and criticisms will be immediately applied to the demo, but I'll slowly add them into the full game so that I have time to test them more fully. It's also a reason why cutscene skipping isn't in the full game yet--it can sometimes yield weird audio issues.
>In any case, great first project! Do you have a mailing list to sign up to? I'd be interested in hearing about whatever you come up with next.
Nope. I just infrequently update my blog. I only feel comfortable showing my work after I consider it complete, and it's definitely a problem because it's practically impossible to generate hype.
Something you didn't mention, but something I definitely need to work on, is my writing and organization. If I hadn't spent all my time throwing random elements of the game together at arbitrary points in time, I could easily make something of this caliber every few months.
And thanks for the advice.