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How do we attract more ‘niche’ reviewers to play our challenging 3D simulation game?

A topic by FeralBytes created Feb 24, 2025 Views: 74 Replies: 2
Viewing posts 1 to 2
Submitted(+1)

Our target “audience” is someone that wants a slightly stressful challenge that tests your ability to maintain situational awareness and react with urgency to escalating system malfunctions.  In our game, you only need to manage an increasingly escalating crisis scenario for 15.5 minutes to achieve victory.  You’re almost guaranteed to fail on your first attempt (and that can happen as early as 3-5 minutes into it.)  Once you understand the mechanics and how to interact with the consoles, you are almost guaranteed to succeed if you can maintain your focus during the final minutes – and if this type of challenge is something you crave.

Participating in the rate4rate is really nice, but what we are hoping for more than just ratings are constructive criticisms that are more contextually useful for the type of game we created and the type of player audience we want to attract.  Most of the rate4rates are a copy/paste race to the most ratings, it seems.

Are there unwritten rules about what does/does not constitute a good “jam” submission?  I get that the most likely creators to “win” the jam are those that appeal to the widest audience… but what if “winning the jam” isn’t the primary reason we participate?  If we do this so that we can learn, test our limits, support our community of other devs, and get genuinely useful feedback, then the general rate4rate race isn’t very helpful, for us.

Our submission was intentionally created to be somewhat overwhelming on the first attempt to play. It was designed and carefully tested for balance to almost ensure the player would die during their first attempt, unless they really picked up on the systems at play and how to correct their failing states. When we had play testers try it out prior to the deadline, we fine-tuned the game environment to help future players have a better chance at absorbing the necessary information to help them succeed on their 2nd or 3rd attempt, even first if they can read really fast.  But the play testers that tried our game happen to be among the target audience that we were targeting.

What we would really love now, more than just a bunch of ratings, is more players that fit the criteria of our target audience to give our game a genuine play test, and provide us with your solid feedback for areas of improvement and areas where we did well.  We would like to be rated on the jam categories with -context- to the type of game we made.  Obviously we are going to get low ratings in “enjoyment” and “gameplay” if most of the people testing our game are searching for a totally different kind of game to play.  They will consider ours frustrating, stressful, and too difficult to understand.  That’s understandable if what they are looking for are 2D platformers, casual puzzle games, turn-based RPGs, etc.  I can’t fault anyone for wanting to play games in the specific genres they find most rewarding.  It just not as useful to get a lot of feedback from players that would normally never even try a game like ours… because it doesn’t help us make our game better for our target audience.

IF YOU MADE IT THIS FAR – We would love for you to play test and rate other games that appeal to a similar target audience, as well as other 3D browser games in general.  Thank you for your time.

And finally, I want to name my top 2 favorites *so far* from this jam: Reactor4 (for the mood and play style) https://jnsdv.itch.io/reactor4  and Yak Shaving Space Delivery (for being a delightfully silly 3D task-oriented game) https://koalalorenzo.itch.io/yak-shaving-brackeys-13

Submitted

I think finding and matching a target audience is an intrinsic part of game design. And one that most people don't want to think too much about. Making a game that is going to resonate with the people that play it is key.

In an open market, you have a good amount of control over this since you get to chose where you advertise your game and where you commit your time and energy in marketing it. But in a game jam your ONLY audience is other people that participated. Meaning to make a game that people will play means riding that wave and making something that will resonate with people in the 2-3 minutes that they actually have to play your game.

I'm not saying that making a game that doesn't fit this is 'bad' but potentially focus on what feedback you can give yourself after this jam than feedback you get from the people that will truly not get your game like you do.

For example in my game 'House Sitting' (rate and play btw <3) I made the mistake of making it a 20-30 minute long experience. That ended up with people being frustrated that it was 'repetitive' and even 'boring'. However, I know that if it 'found the right audience' some people would love to play it for that long (a luckily some raters did <3)

I guess what I'm trying to say is that you can't avoid that your game will not always be played by people that will 'get' it. But you can try to make your game as 'gettable' as possible to as many people as possible :)

Submitted

Excellent point, we really do need to find our audience with targeted marketing. Thank you for your response. I will definitely try to evolve our game to be more 'gettable' by more people because casting a wide net is always wise.
I am heading over to you game now to give it a play and rate. Thank you again.