Sharing your game for feedback - Overcoming the fear!

Soulnet

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So i've been working on something small and i've pretty much done about three quarters of the tutorial. I'd like to get more feedback (I only get some from my partner) but there's that massive fear of failure!


How did you overcome it? 
 

Scythuz

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The only way to overcome it is to face it head on as much as you can and know when to make a strategic retreat for your sanity.  Failure is part of the process and though you might not see it, everyone else you know goes through it.  Share your stuff, read the critique, retreat for a bit if you need to calm down, read the critique again and analyse it this time.   Once these steps are done, decide whether you want to continue, stop, or change your approach.
 

Soulnet

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I fear mostly for 'why are you bothering when it's all generic graphics'. I think that often.
 

Ms Littlefish

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I think the way to overcome it is getting into a better mindset. Remember that no one out there is perfect and that very few people were legitimately amazing on their first try. If you share it on this forum there are fellow devs who will take a look at your demo. They were once a novice and are using their larger body of experience to guide you through their own old mistakes. However, I think it's important to also get feedback from people who are primarily game players. So, passing it to some friends could also be very helpful. But, pick friends you trust to be completely honest with you.


Yes, some people out there are legitimately rude, crude, and unhelpful. Personally, I've found those guys and gals to be far and few between. But, don't let those kinds of people drive you away from seeking out honest feedback (even if honesty stings at times). It is worth its weight in gold. 
 

Scythuz

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I fear mostly for 'why are you bothering when it's all generic graphics'. I think that often.


A lot of people are supportive of the default graphics (I'm assuming that's what you mean by generic?) on here, most of us understand that you can't always afford custom art.  That being said, it is something to worry about if you're going commercial, particularly on steam as they are tough on the default graphics.  When this happens you either: don't change a thing and accept that some people will be put off by it, save up for custom art (there's plenty of great store packs if you're struggling for cash), or, you pick up art as a skill and create your own.
 

Soulnet

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I'm getting around to showing something, but i'm wanting to make sure all the mechanics are working and the tutorial to be completed before 'revealing my bits' *blush*.
 

Dad3353

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My challenge to myself was exactly that,  to use, as much as possible, only 'stock' elements, 'straight out of the box'. It's all too attractive to be lured by all the (excellent...) flashy artwork, plug-ins, scripts and all, but the 'nuts and bolts' of a good game reside elsewhere. Think chess; where's the graphic detail in a Staunton chess set..? It's nevertheless one of the best games on the planet for a great many folks.
 
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Soulnet

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I'm finding lots of cheese!
 
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Wavelength

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I believe there was some good (and rather unexpected) advice about that somewhere in this video.
 

Kes

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@Dad3353 


Please do not use this thread to solicit feedback on a specific game.


This forum is for discussing general principles of game making, as they might apply to several games.  


@Soulnet You are, of course, free to pm @Dad3353 if you do want clues etc.
 

LuLingqi1

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As a newbie at RPG Making. I'm gonna give you the advice I'm taking myself, because I had the same nerves...


Who gives a ****!? We all use an RPG Maker on here!


And guess what, when you show a demo, it's exactly that! A DEMO!


I intend on using all generic assets for my demos, and basically up until my game is finished, and then I'm going to make my own assets for characters/enemies and just implement it!


If it's any constellation, I would love to play your demo!
 

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