

Prior to releasing, we tested TPK on seven machines, from decent spec PCs to end-of-the line gaming machines. To make things worse, right after the game launched, we received complaints from gamers about falling-through-the-world, game crashing and not loading, bad frame rate that caused motion sickness, etc. We assumed that if the game is good, streamers will pick it up, the press will cover it, and gamers will come to buy it.
#Moxtra trello how to#
We were artists focusing on making the game as good as it possibly can and didn’t understand the importance of marketing or how to go about it. After that, the game sold a weekly average of 50 units. We sold about 800 units in the first two months of launch, which included a Steam Autumn sale. A small number of YouTubers streamed the game during the week’s launch and after that, everything died down. We failed to market the game and there were no press mention. It took many sleepless nights to accomplish but we believe that was the right decision to make. Only by going down that NPC’s path can the player know whether it’s a red herring or not.
#Moxtra trello free#
So we went back to the design board and spent a few weeks changing the design to the following: each NPC now would possibly have a motive to kill Vivian, and the player is free to suspect any of them. By then, the release date has been announced and we had to decide fast: to leave it the way it was or redo Act 2B altogether. We didn’t feel like we were playing detective at all. All players had to do was to pick up all the keys, connect the dots, and all the red herrings will fade away with the real killer revealed by itself. Yet Act 2B felt like a complete roller-coaster ride. How did we miss that all along? The design worked on paper, and it worked in the beta tests (the alpha phase was too rough and too early for us to spot this problem). It wasn’t until four months before release that we realize Act 2B (the second half of the game) was not working. Lastly, were there any game breaking bugs? With each iteration, the game came closer to completion. Fourth, were there any assets that were too high in polygon and affecting the frame rate? I believe we spent as many months fixing and re-doing our hi-res assets as we did beta testing. Third, were the puzzles logical, with the hints/clues well planted, and was the game well paced? This was where we spent most of our time tweaking. But it helped provide the feel of the whole game. At this time, the music used were still commercial soundtrack used as placeholders. Second, was the atmosphere fitting? To achieve this, we focused on lighting and background music. First, was the game fun? If it’s not, we returned to the design board to fix it immediately.

There were many factors to consider how the game was faring, but our top few priorities were as follows. This time, the game was in a pretty good shape for play-testing. It’s for this reason we decided that TPK will happen during the day.įour years after first initiating the project, we entered beta phase. We wanted to achieve that effect so we focused on building up the tension through music, atmosphere, and most importantly, story hooks.

#Moxtra trello movie#
Movies like Sixth Sense and Zodiac created tension and fear in a way that made their audiences remember them long after the movie is over. Jump scares are like fluffs with no substance - the impact is there when it happened, but diminishes quickly when it's over. So how did the Japanese film have such a stronger impact than the American version? We realize you don't really need jump scares to make a film or game scary. The Japanese version, on the other hand, had me scared for days. When Sadako came out of the television, the American version was scary for that moment, but that moment only.

The American version had jump scares while the Japanese version didn't employ that technique. The American version had a lot of night/dark scenes while the Japanese version had more daytime scenes.
#Moxtra trello tv#
Why do most horror or scary games happen at night? Could a game take place in broad daylight and still make you feel afraid or uneasy? We looked at games, films and TV shows while researching on this topic. One other important factor was getting the atmosphere right.
