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Mole Maiden Dev Update | September 2023

Hello, good readers of the internet! A new month has dawned upon us and with it comes yet another progress report for the development of Mole Maiden! September was one emotional month!

Just what happened in September? Well, let's jump right in and find out!

Regarding the Situation with Unity:

I wanted to wait a bit before making a personal statement on this. As many of you may already know, Unity attempted to implement a rather predatory Runtime fee system that was slated to take effect in January 2024. Under this new pricing model, developers who reached a certain level of generated revenue or installed units would face a 20-cent tax every time a software created in Unity was installed.

What made this situation even more challenging was the lack of clarity regarding what exactly qualified as an installation, how these installations would be accurately tracked, or what the policy was for handling game piracy. This new model appeared to penalize indie studios and developers for their success, without making any significant effort to safeguard developers against piracy attacks. To compound matters, Unity intended to enforce this new fee retroactively, affecting all developers and studios with games currently in development or already released. Leaving many developers scrambling to figure out how to stay afloat with this new business plan that they had no way of knowing would be enforced when they initially signed up to make their game with Unity. Naturally, this had a personal impact on numerous games and studios, including Mole Maiden.

Fortunately, thanks to the collective efforts of the Unity Community, Unity employees, and the wider development world, Unity was compelled to retract its original plan and devise a more acceptable alternative. What is particularly fortunate for me is that Mole Maiden will not be subject to this new runtime fee, thanks to the version of the engine I am currently using.

While I am appreciative that Unity listened to our concerns and made the necessary adjustments, I cannot overlook the fact that Unity's leadership appears to have some significant issues. Consequently, while Mole Maiden's development remains undisturbed by this recent turn of events, my trust in Unity as a company has been considerably shaken. As a result, I will be exploring alternative game engines for future projects.

I hope that Unity will come to understand, in light of these developments, that they have a responsibility to their userbase as a leader in the industry and will fulfill that role with the integrity we rightfully expect from them.

The Cleveland Gaming Classic

The biggest thing that happened to me this month was that I attended the Cleveland Gaming Classic on September 22nd as an exhibitor. This was my first real public showing of Mole Maiden, and it went terrific!

Not only was the public’s reception to Mole Maiden unanimously positive, but I also took home the award for the Most Fun game at the show! Mole Maiden was one of five games at the show to win an award out of fourteen titles! Needless to say, I feel very blessed to have won an award.

I spent a great deal of time in September preparing for the show. I ordered stickers, created an original comic book, released a new trailer, and had a Penny face cut-out standee printed for people to take pictures with. By the time the show was over, I was so exhausted! However, the things I learned from attending were inscrutable. So, in case there are any aspiring devs reading, I would like to put together a list of the biggest lessons I learned while at the show.

1. Play Test Aggressively Before the Show
This might sound like a no-brainer, but it is undeniably true: attending a show is just as much about presentation as it is about getting people to play the game. When you've spent a year and a half developing a piece of software, you become intimately familiar with it. You understand its intricacies, and how to play it without breaking it, ensuring a smooth play session. However, it's crucial to recognize that regular people will not play your game the way you expect them to. They NEVER do.

During the show, I observed many players die in the first room, something that almost never happened when I played the game myself. Which led to the discovery of many new game-effecting bugs on the show floor—a real nightmare situation.

My key takeaway from this experience is to complete your show demo as early as possible, ideally two weeks or more before the event. Afterward, hand your game to a sibling or friend who doesn't play games at all for playtesting. Their lack of gaming skill and fresh perspective will provide you with the most accurate insight into how the least experienced players will approach your game. This process will help you uncover bugs that might be more challenging to identify if an experienced player playtested your game.

2. Comfort is Key: Provide Chairs for Longer Demos
One of the first lessons I learned at the Cleveland Gaming Classic was the importance of comfort during game demos. If you're showcasing a game with a demo that lasts longer than 5 minutes, consider having chairs at your booth. This simple addition can make a world of difference for attendees, allowing them to fully enjoy your game without feeling fatigued. Remember, a comfortable gamer is a happy gamer, and happy gamers are more likely to remember your game positively.

3. Be Generous with Promotional Materials
Promotional materials are your currency at gaming conventions. While it's tempting to be conservative with your handouts, I found that being generous pays off. Even if your print run is limited, don't hesitate to distribute your materials freely. Think of it as a marketing investment; the more people walk away with your flyers, stickers, or swag, the more buzz you'll generate. Not everyone who attends will stop by your booth, so spreading the word through giveaways can have a significant impact.

4. Multiple Demos, Less Crowding
Having multiple game demos running simultaneously can be a game-changer for your booth's traffic flow. During the event, I had two demos running at the same time, and my booth was often overflowing with eager players. To manage the crowds better, aim for at least three demos if possible. Additionally, consider making your demos shorter, ensuring that more attendees can experience your game within a reasonable timeframe. This approach not only keeps the traffic moving but also maximizes exposure to your game.

5. Leave Them Wanting More
When crafting your demos, it's crucial to leave players wanting more. A well-designed demo should provide a taste of your game's core mechanics, story, or gameplay but leave room for curiosity. Give attendees a reason to look forward to the full release or follow-up updates. This creates anticipation and excitement, which can translate into a more engaged and loyal fan base.

6. Go to Shows Closer to Release
Going to gaming expos is a great way to generate hype for your upcoming release, but it might not be the most effective marketing strategy. Mole Maiden is still about a year and a half away from completion, and some of the most frequently asked questions I received at the show was, "Where can I buy it?" "How much will the game cost?" and "Is it coming to consoles?"
That last question seemed to be a common one for many other developers at the event as well.
As an independent developer, attending conventions can be quite expensive and can consume a significant amount of time that could otherwise be spent on making progress with your game. If you're considering attending a convention long before your game's release, I would recommend participating in at least one show per year. However, when you're approximately five months away from release, that would be the ideal time to start attending shows and building excitement within your potential audience.

I think going to the Cleveland Gaming Classic this month was a wonderful learning experience. I got to put into practice a lot of important skills like marketing, creating and posting promotional material, making a budget and sticking to it, and finally, how to talk about and explain my game to the general public. Coincidentally, all of these skills will be used in full effect for my development plans for next month.

What’s next?

With the trailer, promotional materials, an overwhelmingly positive reception at a public showing, and a shiny new award to my name, it's finally time to start pitching to publishers!

October is going to be a month of writing and planning. I'll be wrapping up my pitch deck and reaching out to potential publishers. Additionally, I plan to complete my press kit and begin reaching out to various gaming journalists and news outlets to spread the word about Mole Maiden even further!

I'll also be dedicating some time in the engine to work on a crucial aspect of Mole Maiden's story that I've neglected for quite some time now. What is it? Well, you'll have to stay tuned for the next blog post to find out.

I want to express my heartfelt gratitude to everyone who has supported me on my game development journey with Mole Maiden. Your love and encouragement have been instrumental in making this project a reality. I'm eagerly looking forward to reconnecting with all of you in November for the next development update!

Finally, just in case you missed it. Here is the new Mole Maiden trailer for your viewing pleasure!