MAGFest 2017 Rocked!

Jack and I have just returned from a wild weekend at MAGFest 2017, and I have nothing but positive things to say about the experience. Back in late September, we applied for MIVS – the MAGFest Indie Videogame Showcase. After multiple rounds of judging, we ended up making it all the way! We were one of many indie game studios that were invited to demo our game at MAGFest.

By invited, I do mean invited. One of the best parts of this convention was that there was no booth price for indie developers. Ticket sales from the convention were used to pay our way, and it meant a lot. MAGFest ended up being one of the less expensive shows Game Revenant has done so far… by comparison, my dalliance to Chicago for Mr. Game! cost me a number that rhymes with gour-gousand.

The most valuable part of these events is getting feedback from players. It isn’t always easy to hear constructive criticism from your fans, but it is necessary. (Jack is going to be writing about this subject next week!) We specifically asked people at our booth to give us “tough love” as we near completion of the demo and move on to production. Without hearing some negative feedback, you’ll never escape the indie thought bubble.

“My game is the best game that’s ever been created. My game. Me. Haha… everyone else must be stupid for not making it first. Not me though. Hahaha…”

– The Indie Thought Bubble

So just to show you we’re listening, here’s three big lessons we learned about our game’s demo (which you can download) that we’ll keep in mind as we start final production this month.

 

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A blue-haired tester at MAGFest plays Level 3, “Canyon” on our iPhone.

1. Make The Game More Difficult

Right now, the demo is a bit too easy. This was something 90% of our testers told us. People would marvel at our cool idea, beautiful artwork, immersive sound (for those that could actually hear it in the crowded convention hall) but stop short before discussing the puzzles.

The most common feedback was that it felt like we had 5 or 6 tutorial levels instead of the 3 we were aiming for. Players don’t like feeling “led” by puzzle games, whether that leading is overt (tap HERE to move! HERE! Right over HERE!) or subtle. We’ve got a subtle thing going on right now, where there are too many easy levels in a row. Players find that to be boring.

We vow to make the game physically relaxing, but mentally challenging! Just because the game is supposed to give you a “moment of zen” on your daily commute doesn’t mean it can’t really make you think. Harder levels, and more compact tutorials, are on the way!

 

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The booth got so packed we had to use our phones to demo the game as well!

2. More Narrative Elements

This feedback usually came in the form of a question. “Will there be a story?” It was always a hopeful question, like “I really hope you guys have a story planned.” We would tell people that although the demo won’t have too much (we’re working on a final cutscene for it now) the final game definitely will have a cool story.

Our goal is to tell a story without using words. My passion is animation, and I think body language is an incredibly useful tool for communicating ideas. I don’t think we need dialogue bubbles or text to tell the story of a man’s solitary journey through a dark and strange world. The other reason is because avoiding the use of text will make it easier for our game to launch in other regions where English is not the official language.

So, don’t worry! A story is on the way. Once it arrives, maybe the 18+ rating on the game will seem a bit more obvious…

 

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Jack stares off into the distance, permanently scarred by a two syllable word: Grongus.

3. Rename The Game To…

Not all feedback is good. Sometimes, you need to let criticism go. People gave us lots of good ideas, but of course the constant refrain was to rename the game to Where Shadows Grongus. This won’t happen, so I hesitate to even mention it. However it was requested by about 105% of our testers and it seems dishonest not to say something.

The name of the game is final. It performs well on search engines like Google, Yahoo, Bing and DuckDuckGo, just to name a few. We have a real ownership of the string Where Shadows Slumber and a new logo has even been created for that title.

Please stop asking us to change the name. Don’t tweet at Game Revenant about it, and leave our Facebook Page alone. This debate is over.

 

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The two of us eagerly awaiting the announcement of awards at the end of MIVS.

Thanks, MIVS!

The MIVS Staff deserves a thank-you for giving us this awesome opportunity. You won’t find this kind of sweet deal at other shows, but MAGFest is a strange animal. Here’s the staff members that worked on this year’s show. Thanks, everybody!

Lexi – layout, hotel & badge handling
Joel – judge coordinating, hotel & badge handling
Nate – map artist, video editor, web content
Kat – MIVSY maker, volunteer scheduler
Marc – Awards spearheader
Kotey – Tournaments
Paige – External entity coordination
Peter – LEDs, new Obelisk lead
Nichole – Press, coordination with internal social media

Tronster – coordinating everything!

 

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Do you have feedback for us? Did you play the demo of Where Shadows Slumber? Please try it on your Apple or Android device and then leave a comment for us below! We’d also love to hear from you on the official Game Revenant Facebook Page, or on our Twitter account.

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.

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