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Show HN: Mazelit - My wife and I released our first game

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101–110 of 160 posts

Re: Show HN: Mazelit - My wife and I released our first game

#102
I love this, looks really well done. I don't have a windows computer or steam deck but just got a copy anyway because I like the whole story and vibe around it. Also great that you offer the source as DLC as well, I will def check it out! I wish you both the best of success with this! :)

Re: Show HN: Mazelit - My wife and I released our first game

#103
post #11

Congrats on the launch! I would say though I think you should up your price to at least $9.99. A $3 game makes me think it's low quality, which it's not. So you ought to price your game appropriately.

We were debating this exact thing back and forth and decided for the current price based on expected playtime. By now, I have 10+ hours in the game, but you can beat the game to level 80 in roughly 4 hours, which equates to 1$/hour or the regional equivalent in price. We made the style and source code DLCs for people who were willing to pay more or support us, but wanted kids with low allowances to be able to buy the…

Thank you for the explanation, that makes sense. I will be buying your game and most likely the DLC too! Congrats the on the launch and good luck with your future projects :)

Re: Show HN: Mazelit - My wife and I released our first game

#104
post #16

Out of curiosity, why not release for mac if its made with godot?

We don't have a Mac and couldn't justify the cost of getting one for now. It's not just Godot, we also have to compile the C++ gdextension and we also want to only release on platforms we have actually tested the game on. (That's why there is DualSense support, but not DualShock. In theory it should work, but we couldn't verify it.) With the source code DLC it should be possible to compile everything for a Mac regard…

According to PirateSoftware (who makes Heartbound), just compiling the game for Max is going to cost you at least $1000 (Mac Mini + XCode license + time)

The number of sales is, however, negligeable - Mac has just 1.38% Steam users

PirateSoftware told [1] that the Mac was 0.02% of their sales - one in 5000 sales (and thus he dropped Mac support)

Don't reinvest in Mac for sales before you do the math.

If you just want a Mac, get a Mac. If you don't want a Mac, don't bother

[1] https://www.youtube.com/shorts/qRQX9fgrI4s

Re: Show HN: Mazelit - My wife and I released our first game

#105

I love this, looks really well done. I don't have a windows computer or steam deck but just got a copy anyway because I like the whole story and vibe around it. Also great that you offer the source as DLC as well, I will def check it out! I wish you both the best of success with this! :)

Thank you very much! If you have a Mac, you may have trouble downloading the source code DLC so drop us a mail if that is the case: make@something.pink

Re: Show HN: Mazelit - My wife and I released our first game

#106
post #104

Earlier quoted context omitted.

We don't have a Mac and couldn't justify the cost of getting one for now. It's not just Godot, we also have to compile the C++ gdextension and we also want to only release on platforms we have actually tested the game on. (That's why there is DualSense support, but not DualShock. In theory it should work, but we couldn't verify it.) With the source code DLC it should be possible to compile everything for a Mac regard…

According to PirateSoftware (who makes Heartbound), just compiling the game for Max is going to cost you at least $1000 (Mac Mini + XCode license + time) The number of sales is, however, negligeable - Mac has just 1.38% Steam users PirateSoftware told [1] that the Mac was 0.02% of their sales - one in 5000 sales (and thus he dropped Mac support) Don't reinvest in Mac for sales before you do the math. If you just want…

Thank you for the additional confirmation. We have seen the same stats, which is why we didn't buy a Mac so far. We could build it on GitHub actions, but we wouldn't be able to test it that way. However, depending on the game, the target audience may have a higher percentage of Macs. BlockBawks, our upcoming game, may have a disproportionately higher number of Mac users who are interested in the game because it's dealing with a programming topic. Ultimately, I'm afraid you may just be right and getting a Mac Mini may not be worth it.

Re: Show HN: Mazelit - My wife and I released our first game

#108
post #107
post #32

The website is something else! https://something.pink/ . It is really fun to use. Privacy being the bathroom is funny!

Connected to this I laughed at the piles of toilet paper packs in the "contact" entrance.

This may or may not have a connection to reality.

Re: Show HN: Mazelit - My wife and I released our first game

#109
post #98
post #32

The website is something else! https://something.pink/ . It is really fun to use. Privacy being the bathroom is funny!

The privacy policy is also well written. I didn't know you could not have a cookie pop up.

That’s sad and frustrating that we’ve come to this point. I posted a web service I’d done and someone questioned that. I was told “you have to have a pop up - it’s not legal to run a site without that!” (Paraphrasing). I despair of what we’ve turned the web in to.

Re: Show HN: Mazelit - My wife and I released our first game

#110
post #25

How'd you stay motivated enough for 3 months? Were you'll really that passionate about this game idea?

My wife was annoyed at not having released a game for almost a year and she set a hard deadline with the smallest game idea she could think of. It became fun when the game became playable and if we had to do it again, we'd focus on getting to that stage much earlier. The game was finished before the deadline, so we even had time to polish, balance the game mechanics against each other and add a touch interface for the Android release that never happened, but made it into the source code DLC anyway. Previously, we had spent way too much time switching back and forth between Unreal Engine and Godot, not being able to decide or finish anything. Kicking each other's behind to finally get it done also helped a lot.
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