I do not have any personal issues with you at all. I dont even know you.

The controls of the game suck because they dont work. I was not refering to button mapping or readjustments i could make ingame. Its about the fact, that i cant enter a room without being stuck into the doors and walls or that its a hercules task for the game character to climb a 3cm high teleporter platform or he gets stuck when running around in the "circle room" in level2 where he gets the key.
Its about control speed and mouse sensitivity changing depending on the frames per second. Its about jerky fps thanks to the level"design" and and and....

You MIGHT reconcider game development!


Sure, its a rant. I am fed up with "indie" game "developers" like you, that release tech demos as games and charge money for it, I am pissed at a community that has not the guts to tell you the truth and i hate such blindfolded "journalism" that swallows everything labeled "indie" without questioning it fair enough.

This does not help the indie game developer community at all. Its a wrong approach and a kick into the balls of the opportunity we might get as indies.
And i do dislike that a lot!

As said, prizing on the other hand depends on what you are offering.
Since you are offering nothing, you shouldnt charge anything.
Is your game too cheap? No, its way to expensive.

Can games be too cheap, so people wont buy it? No.
If that would be the case, we wouldnt have alternative software like Gimp, Painshop, Open Office, Blender, Gamestudio,....

Your game/demo sells your product. People that buy games are looking for entertainment and not how much they need to spend. If its too much, they might say "Nah", but they will never turn down a game they like because its cheap.

The price does not matter at all, when the product sucks!

cheers



Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/