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Splittown (oldskool style point-n-click)
Hey all! I’m new here and so I wanted to start by telling a bit about this game we’re working on. It’s called Splittown.
Splittown is a comedic, spy-themed point-and-click game. Our big influences are Sam & Max, Day of the Tentacle, Secret of the Monkey Island, etc. We love those old games and the memories of playing them growing up. We wanted to make something that allows players to revisit that place. Thematically, it’s very much James Bond meets Naked Gun.
We started back in 2017 but the development was on a hiatus for a while. But we’re working on it again and it’s exciting to see how much our perspective has changed along the way. Everything is starting to shape out way better than a couple of years ago.
We’re not in a huge hurry to get this released. We want to get it right. That being said, most of the areas and character animations are already done. The story is constantly shaping and taking big leaps forward. I’ve been in the game development scene for a very long time and it’s always exciting when a project takes a life of its own. And here it really seems like that’s happening.
There is a playable demo for Splittown from two years ago. If you are interested in trying it out, reach out to me on our Discord http://discord.gg/ghk2KjD. It’s just a handful of puzzles, but we got a lot of good feedback for it.
I leave you with a couple of screenshots.
https://i.imgur.com/ztlrDrS.jpg
https://i.imgur.com/X3OGO9b.jpg
https://i.imgur.com/lbItuqB.jpg
will it be voiced or is it just text based
Looks very much like Sam & Max: Hit the Road!
https://i.imgur.com/ztlrDrS.jpg
https://i.imgur.com/X3OGO9b.jpg
https://i.imgur.com/lbItuqB.jpg
And these look very much like Day of the Tentacle.
The LucasArts inspiration is unmistakable.
The truth can’t hurt you, it’s just like the dark: it scares you witless but in time you see things clear and stark. - Elvis Costello
Maybe this time I can be strong, but since I know who I am, I’m probably wrong. Maybe this time I can go far, but thinking about where I’ve been ain’t helping me start. - Michael Kiwanuka
will it be voiced or is it just text based
Hey Jdawg445. Nothing final on this. We’d love to have it voiced, but that won’t be possible with our current budget. However, anything can happen.
u def have my attention
I tried the demo a while back and it was great!
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Hey FireFlower! That’s awesome. I’m so happy that you liked it. We are changing and honing a lot of stuff. Makes the demo feel a bit outdated, haha.
In case any of you are interested, I’m painting new room backgrounds and talking about the game live on Twitch.
https://www.twitch.tv/ianuarius
See you there!
I was able to finish this little piece today…
Just released a trailer for the game a few days ago.
After over 5 years of on-and-off development, we’re finally getting ready to release something on Steam at the end of the year.
Problem is, we have no idea how to market the game to the adventure game crowd. We’re just two dudes passionate about writing, drawing, composing, and programming a game.
If anyone here’s got any insights on the subject, we’d appreciate some input.
Problem is, we have no idea how to market the game to the adventure game crowd. We’re just two dudes passionate about writing, drawing, composing, and programming a game.
If anyone here’s got any insights on the subject, we’d appreciate some input.
Your best bet with the least amount of money or other resources would be to send free review copies to someone on sites like Adventuregamers, Gameboomers, Adventure-Treff, and so on.
You can also try to send review copies to some YouTubers who cover adventure games, like PushingUpRoses to give one example.
There are some more creative ways obviously, but sending review copies to right places would be the best thing.
Obviously the game should be somewhat good for that to actually work, one star reviews don’t make much sales.
If you don’t care that much about earning money, but just want to have as many people playing the game as possible, then trying to get it bundled on Humble Bundle, IndieGala or some other place is a good idea.
If you don’t care about earning anything with this one, and want to build a fanbase for a sequel or something, then offering the game with 100% discount during the first 48 hours after launch, and posting about it on Reddit and elsewhere is going to get thousands of people having the game on their accounts, some of them will even write user reviews sooner or later.
Or simply make it freeware, although having some price and then giving 100% discount will for some strange reason attract more people than full freeware.
Some very good adventure game series have actually done the first game for free thing, Ben There, Dan That being one of the best examples of that.
I like the big inventory and puzzling contraptions shown in the trailer. Please keep us posted—I’d buy this for a dollar (or up to 10x more than a dollar. Or 20x more if it gets good reviews).
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Thanks for a thorough reply, GateKeeper! Very informative and cool ideas.
We’re actually planning on releasing first part of our full story, that we have planned. We’re trying to see if there’s enough interest for a game like this to warrant continuing the story. So, we’d be very much interested in knowing if people are willing to spend money on the game, not just grab it for free. Otherwise, I don’t think 100% discount on first 48h sounds like it’s a bad idea. Gotta think about that. Making people aware of the game is priority number one, and the financial side only secondary, though. But if we can have both (funding the second part of the game), that would be ideal.
I worked on a little game, called Riptale a while back, and I contacted a bunch of press and YouTubers, but not a lot came out of it. But that might be because of the quality of the game. Hard to say, everybody seemed to have mostly only good things to say about it, so, I’m a bit puzzled, haha. But we’ll try anything we can!
Thanks again.
I like the big inventory and puzzling contraptions shown in the trailer. Please keep us posted—I’d buy this for a dollar (or up to 10x more than a dollar. Or 20x more if it gets good reviews).
Thank you! That’s great to hear.
I’ve often adviced junior devs to avoid the 5 to 15 USD price bracket, because even $6 games are reviewed as if they were $20 games. So, it’ll be at least 15 bucks, but I’m confident the reviews will be good, as soon as (that is if) we start getting em. Marketing, marketing, marketing.
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