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Hey, thanks for the feedback.

Not that it’s a story you signed up to care about, but what do you think of the thought method behind it and the choices going forward?

So, multiple people use this account, so I’ll be speaking for myself only here. And I - the person typing - also take responsibility for this background change since I wanted to try out this direction.

We’ve had players play the game, but for some, the game did not turn out to be what the players were expecting from first glance; that the game would be a relaxing flow state simple uncomplicated flash shooter (that’s more our other game Robotron). So some were disappointed. We never intended our game to appeal to as wide an audience as possible. We were always aiming to connect with the niches who would - and so far have - connected with some of the game’s more anarchic aspects. So having had some player interaction under our belt, we wanted to break from attracting players who wouldn’t really like the game to its fullest extent and try to attract the players who would. Part of that was trying to represent aspects of what the game would be like at its essence. Part of that is showing that much of the game will be ugly, busy, noisy, rough and at other times elegent. But positively, also rich, punk, anarchic, layered, deep, a DC universe worth of characters and character, etc. Again, we’re under no illusion that the majority of people will be into that, but based on the precedents we’ve seen set by kindred games elsewhere - as well as the feedback we’ve already received from those who did enjoy our game - we can see that those niches are out there and do connect with the game. Getting out to them is the hardest problem.

In your opinion, do you think we should continue to be honest and showcase the sincerity of the messiness of the game at the risk of losing those won’t like it and those who might potentially like it if they unknowingly tried it, or should we not take for granted the privilege of having anyone play our game - regardless of whether they like it or not - and remove the background and go back to getting the trojan horse past the gates as it were?

Thanks again. Cheers for reading even if you’re not up for answering.

(+1)

I'm in favor of honest advertising, but I'm also in favor of a clean, readable layout.  You're right that the game itself looks fairly rough (based on the screenshots), but at the same time the game looks a lot cleaner than the background simply because there is a lot less going at the same time.

My own approach to honest advertising is to only use artwork that appears in the actual game in the promotional materials.

Hey, cheers again.

We’ve got some better directions to go in now. Most of them subtle as you suggest. There’s still a selfish part of me that wants to convey the huge cast of characters and elaborate lore(though obviously, we expect the smallest minority of people would often gaf) and I could switch to more actual game imagary to do that. But the problem would still remain that in order to showcase that wide variety and amount, images would still be quite small and overloading. How to convey a large volume of diverse components without being affrontive?

As posted elsewhere on here, I’ll try something out with that. And if things don’t work well like that, we’ll slowly retract backwards to simplicity.

tyvm🙏