I'm glad you're still banging this one out. Congrats on the updated release.
Recent community posts
Hi guys! I am developing a multiplayer versus game, and I'm wondering what are the best ways to encourage community engagement. I have a few specific questions, but I guess I'll be open for this thread for community engagement in general.
1) What is the proper etiquette for emailing people who have purchased the game? Also, is there a way to have a general "email list" type thing from itch - including purchasers AND non purchasers who opt it?
2) Have any of you other developers had luck getting people talking on your message boards? Are there games with successful message board communities that you've seen that I can just go check out? Any tips/tricks/etc? I'm using the itch.io boards for The Moon Fields
PC Gamer wrote an article about The Moon Fields because it's awesome and cool and really really good and amazing.
In the Madison Indies Slack channel we were discussing ways to replace our Facebook Madison Indies page. Someone was wondering if itch.io could let us curate game makers as well as our games - I don't think this is the case? We were thinking how great it would be if itch let us curate a group of local (or just likeminded) developers.
Anyways, this kind of idea would really help all of us treat itch.io like a community. Being able to be a "Madison Indie" on itch.io would be cool. Having a group log with both public facing posts (e.g. game releases, game jams, public events) and internal posts (secret game meetings, hiring) would be super helpful. It'd be really easy to find "madisonindies.itch.io", and then it'd look a lot better than a FB page.
If people search for "The Moon Fields" or "Local Multiplayer" they end up seeing "The Moon Fields $20". I gave one person the link https://lunarsignals.itch.io/the-moon-fields telling them that there was a demo, and they thought that the demo was $20.
I'm not really good at website design, but I think one of the problems is that the early access has kind of a big leadup with the Exclusive Content header and the outlined section for the particular First Access Key reward. The demo doesn't seem to have much parity? I don't know.
I guess the way I see it is I'm offering two products - one for free and one for $20. I made a similar game before at https://interdimensional.itch.io/combatjr, and it's consistently getting more views and downloads than the demo for The Moon Fields. The idea behind my demo here was to make it Combat Jr obsolete, and the full version was a reason why people would want to buy into The Moon Fields. E.g. people can find value in The Moon Fields as a demo but also give $20 to the development of the final full version.
I would be fine if by searching The Moon Fields people would see that the game was at the lowest price of zero, but also buy more content at $20.
I'm making The Moon Fields, and I've been told by a few people that they see the price and then never bother scrolling down to see that there's a demo. I only find out later when I am mid convo and tell them that "there's also a demo". I don't know what the optimal solution is to get awareness for the demo. I have a link in the description, but I don't think people go that far. Is it better to advertise the free demo in the title image? Or should I be making a separate game page for the demo?
I spend a lot of time trying to get feedback on my game, but I'm curious what y'all do to get feedback?
For me personally I'm pretty outgoing and go to local meetups and events to show my game off. I have cultivated a few monthly meetups that I can go to, so I have a few interested parties. But I'm looking to get online folks interested in playing The Moon Fields. Part of me regrets putting the early access up and the demo together because I think the price tag pushes people away from the demo, but the demos got a lot of content, so I was hoping thatd be a positive.
I made the first update to The Moon Fields and used the devlog function to post about it. The devlog feature is great, but for some reason I don't know how to set it to align left - I wonder if this is related to the custom css on the game page? Anyways, please check it out. Also, if you're in the Midwest, I posted some days I'm going to do local demos. Cheers.
Black Goo sticks to and slows down any player it touches. If it comes into contact with flames it will also be ignited to emit more flames. The combination of the two is very dangerous.
Players can Jump to remove one ball of goo at a time from themselves. If they have many balls of goo, it will take a while to deal with all of them.
- Characters with low Magic Stats are easiest to learn. If your character has no magical items or attacks, you can spam Dash all day without losing any combat effectiveness. Magic Casters will have the range advantage over you, but you can upset that balance with smart use of Stock Projectiles like the Shortbow, Crossbow, or Pistol. Or you can just run through hoping to dodge their magic attacks!
- If you want to learn how to play as a Magic Caster, try varying your running with your magic generation because heavy maneuvers like Dashing cause you to lose Magic Focus (those rotating pink/purple cubes), and you need Magic Focus to cast spells. Boot Potions, Purple Potions, and Dash Boots all help to increase your Magic/Speed synergies. Weapons that slow down your enemy like Caltrops, Throw Goo, Book of Barriers help generate distance which gives you time to regenerate your magic.
In order to change the internal resolution of the game, tap the Reset Button (Start/Options) on the Title Screen to go to the options menu.
- 3rd Gen Intel Core CPU (iX-3xxx)
- Intel HD 4000 Integrated GPU
- 4GB RAM
It's good to hear you got it working with a controller. Please tell me if you encounter any other issues. I'm C&Ping the control instructions here for anyone else:
*Please contact me via the support thread to confirm the game works properly with XBox/PS4/Keyboard controls. I have heard some people with problems and I want to know if they are widespread or not*
Unzip and run the .exe or .app file. For the best experience, use 2 or more XBox 360/PS4/XBox One controllers. You can use x360ce to emulate XInput from most input devices. If using keyboard or a keyboard mapper, please refer to these button settings:
|Reset||Hold Start/Options||WASD||Arrow Keys|
|Advance Menus||A or Cross||G||. >|
|Cancel Menus||B or Circle||T||; :|
|Direction Input||Analog Stick/DPad||WASD||Arrow Keys|
|Dash/Jump||A or Cross||G||. >|
|1st Item Slot||X or Square||F||/ ?|
|2nd Item Slot||Y or Triangle||R||' "|
|3rd Item Slot||B or Circle||T||; :|
|4th Item Slot||RT/RB or R1/R2||Y||L|
|5th Item Slot||LT/LB or L1/L2||H||, <|
At any time during the game, hold the Reset button for one second to reset to the Title Screen.
If you are experiencing slowdown OR would like to increase/decrease the graphical fidelity, press Reset on the Title screen to enter the Options screen where you can change the Internal Resolution to your liking.
Please post whatever videos you take of the game.
This video is between me and a total new player. It should give you a feel for what the game looks like at 1080p60.
In this video I'm the Colt and Golden is the Brave Cat. He utilizes his Battle Axe really well. The YouTube link has some of my personal notes on the important rounds. **This match runs at 270p internally, so it's not exactly super representative of what the game looks like, but if you're on an iGPU and want 60 frames this is what's up.
Please use this thread to post tips or strategies you find or to ask for tips and strategies for particular items or characters.
1) Learn how to maneuver! Tap A while moving to Dash quickly. Tap A while not moving to Jump straight up. Hold A while moving to Leap. Dashing gets you out of sticky situations. Jumping can dodge attacks while getting you on high ground. And Leaping helps you cross gaps or escape to high ground that's far away.
2) Vary your attacks! Depending on how you move, your weapons might have different uses. The Knights Sword has a straight attack while moving, a forehand/backhand swing combo on neutral, and an overhead from the air. The straight attack is good for footsies and keeping distance; the swing combo will help you in close; and the overhead deals a lot of damage while getting over shields.
3) When you have a side-shield, move counterclockwise around your enemy to keep your shield in the right spot to catch errant pokes. You should tweak your angle of attack based on your opponent's attacks. When your opponent uses forehand swings (like the Battle Axe's tilt attack), facing directly towards your enemy will keep your side shield in the right position to protect you from damage. Evading an enemy that uses backhand swings is super easy because your shield will face the correct side on escape.
4) Consider how much turning your attacks have. Different attacks trigger different angles of turn on activation. The Shortbow on the ground won't turn very well, but from the air you can turn 180* and shoot in any direction.
5) The Air Is Dangerous! Air attacks are generally strong or tricky. An opponent with throwables can throw accurately at short range from the air. You can dodge attacks by getting into the air, but your position is going to be fairly predictable.
Are you using a keyboard or controller? KB controls are explained on the download page, but it's recommended to use a controller.
One of the KB controls use WASD for movement plus G and T for confirm and cancel. Please post if you continue to have problems.