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Joined 8 months ago
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Cake day: June 30th, 2024

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  • but early access was made so small teams (or solo devs) can not starve while working on a passion project.

    It was not. As I said, Valve specifically warns devs in their info docs not to use early access for the money, because it won’t profit. And that’s incredibly obvious to pretty much anyone given how hard it is for any released game to get attention on Steam, and that most people do–and should–avoid buying early access games. Early access money is a small slice of nothing.

    Yes, some devs still do it for money, despite all the evidence otherwise, but devs that go early access because they actually need the money to finish the game almost always fail their project, because that’s just a disastrously bad management choice.

    Early access was created for feedback and hype/community building. Being in early access for a year gives you 12 months paid testing/feedback and invested players already there on launch day for Steam metrics to count, 12mo of organic social media growth plus chances to catch some actual influencers and whatnot, etc. You’d never see that just dropping the game on release day, without a ton more money in advertisement. Early access is to give a game a chance for the most positive launch day it can manage, if devs make their customers happy and fix bugs.

    A project that needs early access money has already failed.



  • Not charging until the game properly releases is normal. Most devs need to manage and deal with that, and beta testing used to be an expense on the devs. Now, the buyers are paying the devs to beta test, taking the project risk for the devs. Even if the system were free to both sides, it’s still beneficial to the devs, but without the corruption of thinking they should be making money during beta testing–money that they’ll happily keep as they walk away if their project fails to deliver what they sold.

    There’s a more fair solution out there than letting devs just sell their games before they finish.


  • Which is fair. Most people should not buy early access, and should wait for the devs to declare their project release ready. Early access buying is all risk and responsibility (to post feedback, to update Steam review if it’s out of date withe the project, to understand the individual project’s development pace, etc), with a lot of factors a buyer should take into account, that most people genuinely should not need to care about or wait for.

    There are an insane number of Steam games already released to buy and play.




    • Nioh 2
    • Witchfire
    • Devil Slayer Raksasi
    • Curse of the Dead Gods
    • Metal Mutation
    • Cavity Busters
    • Waves (free, but still)
    • BlazBlue Entropy Effect
    • 30XX
    • Nova Drift
    • Quantum Protocol
    • Deep Rock Galactic
    • Hellsinker
    • Twin Ruin
    • Devader
    • Arboria
    • Bloody Spell
    • Aura of Worlds

    Also, if he’s a bit of a tinkerer, he might be interested in trying shooters using gyro+flick-stick, which he probably didn’t have access to before. Witchfire, Deep Rock Galactic, and Deadlink can readily play that way once set up in Steam Input. Some games you only need to set up the gyro-to-mouse and flick-stick, whereas others (eg Vermintide 2) you have to map the entire controller manually.




  • The slightly more bulbous wings on the 360 controller actually do a lot for ergonomics, but it’s very hand-sized based. For me, the 360 is almost perfect in how the wings tuck into my palms. With the controller about 6 or so inches in front of me, my arms are at a natural angle with wrists straight and the controller is securely held without even a finger on it, and I can press any button without even having to brace it. Take even a little of those wings away, and that gets lost, and edges instead of the smooth roundness get annoying. My partner on the other hand, would need a smaller controller to get that same feel or to cross-thumb the dpad as easily as I do. As much as I originally preferred the symmetry of the playstation layout, I have to give the nod to the xbox layout for being able to dpad with the right thumb.

    We desperately need controller makers to stop acting like controllers are one size fits all, when that’s not even close to true.


  • Cactus is probably the single best mastery/arcade style twin-stick shooter out there. Don’t let the cute looks fool you, while this game is solid to just enjoy, the chaining and level design offer great challenge if you want it, and the way each character changes both the basic play and the way you chain a level show a just fantastic design level.

    It usually goes $5 in sales, but it’s still crazy we can get games that good for so little.