GeekFestWest Post Mortem: What We Learned (and more) from Presenting Our Game
Its a three-day extravaganza of all things geek, from gaming to cosplay and live wrestling to boot! It took place from July 19 to July 21, and with over 6,000 attendees, the event had a smashing first year. It plans to return every year on the third weekend of July.
How did you even get to attend a conference like this one? There are plenty of ways to register for a conference, but, in our case, the fantastic team behind Seattle Indies got a booth for up to 8 games to be demoed. They asked for submissions on their discord free of charge. We have been part of that community for years, so it felt magical to be selected. How does this apply to you? Join or create genuine communities. Seattle Indies does so much, but one of my personal favourites is joining other indie developers in what is called the Writers Room. A Discord event that allows you to present your script, text, or anything written to receive feedback, but the best part is that you get to be a beta reader of sorts for others, sharing your impressions and feedback, too. Its about offering honest feedback and helping each other make better games and experiences. If you take anything from this post, it's that you should contribute to a community and help others make better games! Thats the indie way, to me.
Shoutout to AidenTheAxolotl for their fantastic Reddit article called Guide to Hosting a Game Booth at Conventions; it was our template. I could try to explain how many things they mentioned were out of our radar, but honestly, Go check it out! Its a well of great tips that will help you prepare for something like this.
July 19 rolls in, and we are at the venue an hour before opening doors setting up our screen and laptop for others to play in. We met our booth colleagues for the weekend and quickly learned that its important to have extra cords of all sorts! One of our newfound friends needed an HDMI cable, and thanks to the guide we read, we were able to provide one of our extras so they could demo their game as they intended! We had an arcade-like video looping on a screen (I cut it from gameplay) and a laptop for people to play on. I know Reddit likes numbers, so here are ours! I will discuss a couple of them later in this post.
Once the event was over, we realized we were only a third of the way through. The next step is to collate every piece of feedback into different categories to parse them all and prioritize them. Here are a few of the categories we sorted all our notes:
Looking back, we had a lot of people interested in our game but best of all, the feedback we received. All the great feedback! Great ideas and many bugs found. Its a fantastic experience to hear how players would fix something that isnt broken and its humbling to see them break something you didnt know was there.
You may have already seen the main one: the Wishlist count. Dont get me wrong; Im thankful and appreciative of each and every person, but although I didnt know what to expect, seeing that number didnt bring me the joy I hoped for. The second thing was our pitch's deliverance. Something you should know about u/satanas82 and me is that we are not salespeople! But we are the only ones making this game, so its up to us to engage with those looking our way to try and give our pitch. Im not here to talk about our game, so Ill spare you the official pitch itself, but what I will share with you girls is that I memorized it and I practiced it, and yet, I didnt give it correctly ONCE! The third thing was testing on different OSs. The first day we had my Windows 10 laptop running the game with the screen playing the 6 min video in loop from our MacBook. For the next day we decided to play the video on my laptop and have players use the bigger screen! After testing right before doors opened, we noticed a visual bug on Mac that made it nearly impossible to complete one of our minigames. We quickly pivoted to our previous setup, and none was the wiser. You can see u/satanas82 trying to fix the issue here.
This is the juicy part!
Not only for ourselves but for our players. We didnt know what to expect from an event like this, but its clear to me that 20 added Wishlists wasnt enough for me. I need to learn to focus on the fantastic amount and quality of feedback we receive. Small number goes up! is not the only success metric. As for our players' expectations, we need to ensure anyone engaging with our game understands clearly what it is about. Less is More rings true for me. Players dont want to hear about your world, the lore, or what is happening; they care about what they do! Letting them do it right away is key. Heres where the following teaching hit me.
As I struggled to be a person who communicates with other people, the pitch slowly mutated in my mind and my delivery. Id forget parts of it or replace them with new ones. However, as I gained confidence, the same three things kept showing up: Genre, action, and characters. So this is the one-liner that evolved from my many failed attempts at saying our actual pitch: Hi! Want to play a point-and-click game where you steal a spaceship, and your crew hates each other? I read it and know theres a lot wrong with it. There is no call to action, no clear aesthetic, and point-and-click is barely a genre; its more of a mechanic. But what I think about the most as I write these words is that your pitch will mutate as you deliver it. Let it tell you what it should be. Our pitch was written to be read under Steams page capsule, and people dont talk like they read or write. So, make sure your pitch is speakable and rely on your promotional material to explain what your pitch leaves out.
Your enthusiasm matters way more than your pitch (in an in-person event like this one). Often people would see me stumble through my pitch and lean in to learn more about what was on the screen. Not because the pitch was good, I just butchered it, but because they could tell I cared and what had brought them to the table was up their alley enough to want to know more.
The truth is that it is as awkward for them to stand there as it is for you. They want to play your game; make it the easiest you can for them to know what its about so they can sit and play it. If they ask, share as much as theyll hear but otherwise get them to play as fast as you can.
Bring a pen, notebook or whatever you feel most comfortable writing on. You will need it and most importantly: STAY SILENT! No one wants to be backseated through a demo, but worse than them not liking your game is you wasting their time and missing the live version of someone engaging with your game for the first time. Its painful to see how things you never thought of are a problem for many people. For example, even though our game is a point-and-click, we actually need controller and keyboard support after all. Identify what you want to learn about; it will impact how you take notes. We didnt know, so we wrote pretty much everything we saw. Things we wrote down include:
Im being hyperbolic, but what I mean is that after reading and discussing every piece of feedback we have received, the big ticket items are turned into tasks so we can execute them and improve the next build. We only have a couple of weeks before we showcase the updated demo at SIX Seattle Indies eXpo on Sunday, Sept 1st, 12pm - 9pm @ Motif Hotel and SIX Online on Sunday, Sept 29 on Seattle Indies Twitch Channel.
To be honest, the experience was fantastic, and we are excited to do it again, but just under 500 Steam page visits and 20 new Wishlists seem a little underwhelming to me. I really didnt know what to expect, and it got me pumped to continue working on Hope: A Sky Full of Ghosts. At the same time, I wouldve loved to have broken the 100 Wishlist barrier that weekend. That said, the amount of feedback we got is priceless and makes up for it for sure! For us, the cost of going to GeekFestWest was low since we didnt pay for the booth, and we are in the privileged position to get our asses there because its our own backyard, but for further events at a much higher cost, its hard to say what it could be like. The upcoming SIX will be more of an indication of what it could actually be like to attend something big! That has me a little scared but overall excited! We will hopefully bring what we learn from SIX to you in a few weeks. Id be happy to answer any questions you may have about attending an event like this one in the comments below! Take care, and Fly Free!
[ 2024-09-10 21:30:47 CET ] [ Original post ]
We want to share our experience and what we learned after having the wonderful opportunity to attend GeekFestWest 2024 to present the demo for our point-and-click adventure Hope: A Sky Full of Ghosts.
About GeekFestWest 2024
Its a three-day extravaganza of all things geek, from gaming to cosplay and live wrestling to boot! It took place from July 19 to July 21, and with over 6,000 attendees, the event had a smashing first year. It plans to return every year on the third weekend of July.
Before the event
How did you even get to attend a conference like this one? There are plenty of ways to register for a conference, but, in our case, the fantastic team behind Seattle Indies got a booth for up to 8 games to be demoed. They asked for submissions on their discord free of charge. We have been part of that community for years, so it felt magical to be selected. How does this apply to you? Join or create genuine communities. Seattle Indies does so much, but one of my personal favourites is joining other indie developers in what is called the Writers Room. A Discord event that allows you to present your script, text, or anything written to receive feedback, but the best part is that you get to be a beta reader of sorts for others, sharing your impressions and feedback, too. Its about offering honest feedback and helping each other make better games and experiences. If you take anything from this post, it's that you should contribute to a community and help others make better games! Thats the indie way, to me.
Preparing for the event
Shoutout to AidenTheAxolotl for their fantastic Reddit article called Guide to Hosting a Game Booth at Conventions; it was our template. I could try to explain how many things they mentioned were out of our radar, but honestly, Go check it out! Its a well of great tips that will help you prepare for something like this.
During the event
July 19 rolls in, and we are at the venue an hour before opening doors setting up our screen and laptop for others to play in. We met our booth colleagues for the weekend and quickly learned that its important to have extra cords of all sorts! One of our newfound friends needed an HDMI cable, and thanks to the guide we read, we were able to provide one of our extras so they could demo their game as they intended! We had an arcade-like video looping on a screen (I cut it from gameplay) and a laptop for people to play on. I know Reddit likes numbers, so here are ours! I will discuss a couple of them later in this post.
- A total of 36 people sat and played our demo.
- The average play time was 30 minutes.
- 494 visits to our Steam Page.
- 20 wishlists during the event.
- Hundreds of pieces of feedback to sort through
- Over 50 people stopped to speak to us about our game.
After the event
Once the event was over, we realized we were only a third of the way through. The next step is to collate every piece of feedback into different categories to parse them all and prioritize them. Here are a few of the categories we sorted all our notes:
- Player Behavior
- Puzzles Design and Hints
- UI/UX (This is a big one)
- Character Behavior
- Input Support
- Dialogue Flow and Control
- And many more.
What went well!
Looking back, we had a lot of people interested in our game but best of all, the feedback we received. All the great feedback! Great ideas and many bugs found. Its a fantastic experience to hear how players would fix something that isnt broken and its humbling to see them break something you didnt know was there.
What didnt go so well!
You may have already seen the main one: the Wishlist count. Dont get me wrong; Im thankful and appreciative of each and every person, but although I didnt know what to expect, seeing that number didnt bring me the joy I hoped for. The second thing was our pitch's deliverance. Something you should know about u/satanas82 and me is that we are not salespeople! But we are the only ones making this game, so its up to us to engage with those looking our way to try and give our pitch. Im not here to talk about our game, so Ill spare you the official pitch itself, but what I will share with you girls is that I memorized it and I practiced it, and yet, I didnt give it correctly ONCE! The third thing was testing on different OSs. The first day we had my Windows 10 laptop running the game with the screen playing the 6 min video in loop from our MacBook. For the next day we decided to play the video on my laptop and have players use the bigger screen! After testing right before doors opened, we noticed a visual bug on Mac that made it nearly impossible to complete one of our minigames. We quickly pivoted to our previous setup, and none was the wiser. You can see u/satanas82 trying to fix the issue here.
What did we learn?
This is the juicy part!
Expectation management is key!
Not only for ourselves but for our players. We didnt know what to expect from an event like this, but its clear to me that 20 added Wishlists wasnt enough for me. I need to learn to focus on the fantastic amount and quality of feedback we receive. Small number goes up! is not the only success metric. As for our players' expectations, we need to ensure anyone engaging with our game understands clearly what it is about. Less is More rings true for me. Players dont want to hear about your world, the lore, or what is happening; they care about what they do! Letting them do it right away is key. Heres where the following teaching hit me.
Mutation is the word for Pitch.
As I struggled to be a person who communicates with other people, the pitch slowly mutated in my mind and my delivery. Id forget parts of it or replace them with new ones. However, as I gained confidence, the same three things kept showing up: Genre, action, and characters. So this is the one-liner that evolved from my many failed attempts at saying our actual pitch: Hi! Want to play a point-and-click game where you steal a spaceship, and your crew hates each other? I read it and know theres a lot wrong with it. There is no call to action, no clear aesthetic, and point-and-click is barely a genre; its more of a mechanic. But what I think about the most as I write these words is that your pitch will mutate as you deliver it. Let it tell you what it should be. Our pitch was written to be read under Steams page capsule, and people dont talk like they read or write. So, make sure your pitch is speakable and rely on your promotional material to explain what your pitch leaves out.
Genuine enthusiasm matters
Your enthusiasm matters way more than your pitch (in an in-person event like this one). Often people would see me stumble through my pitch and lean in to learn more about what was on the screen. Not because the pitch was good, I just butchered it, but because they could tell I cared and what had brought them to the table was up their alley enough to want to know more.
Dont waste time
The truth is that it is as awkward for them to stand there as it is for you. They want to play your game; make it the easiest you can for them to know what its about so they can sit and play it. If they ask, share as much as theyll hear but otherwise get them to play as fast as you can.
Take Notes and Shut Up!
Bring a pen, notebook or whatever you feel most comfortable writing on. You will need it and most importantly: STAY SILENT! No one wants to be backseated through a demo, but worse than them not liking your game is you wasting their time and missing the live version of someone engaging with your game for the first time. Its painful to see how things you never thought of are a problem for many people. For example, even though our game is a point-and-click, we actually need controller and keyboard support after all. Identify what you want to learn about; it will impact how you take notes. We didnt know, so we wrote pretty much everything we saw. Things we wrote down include:
- How long they took to at different stages (Tutorial, Main area, and when they left the game)
- Whether they read optional material or not
- When they chuckled or found something funny
- When something seemed frustrating
- The controls they first tried to use
- Anything they shared with us during or after their game
- And so much more.
Tasks are real; feedback is meaningless
Im being hyperbolic, but what I mean is that after reading and discussing every piece of feedback we have received, the big ticket items are turned into tasks so we can execute them and improve the next build. We only have a couple of weeks before we showcase the updated demo at SIX Seattle Indies eXpo on Sunday, Sept 1st, 12pm - 9pm @ Motif Hotel and SIX Online on Sunday, Sept 29 on Seattle Indies Twitch Channel.
Final Thoughts
To be honest, the experience was fantastic, and we are excited to do it again, but just under 500 Steam page visits and 20 new Wishlists seem a little underwhelming to me. I really didnt know what to expect, and it got me pumped to continue working on Hope: A Sky Full of Ghosts. At the same time, I wouldve loved to have broken the 100 Wishlist barrier that weekend. That said, the amount of feedback we got is priceless and makes up for it for sure! For us, the cost of going to GeekFestWest was low since we didnt pay for the booth, and we are in the privileged position to get our asses there because its our own backyard, but for further events at a much higher cost, its hard to say what it could be like. The upcoming SIX will be more of an indication of what it could actually be like to attend something big! That has me a little scared but overall excited! We will hopefully bring what we learn from SIX to you in a few weeks. Id be happy to answer any questions you may have about attending an event like this one in the comments below! Take care, and Fly Free!
Hope: A Sky Full of Ghosts
Wil Alvarez
Wil Alvarez
1970-01-01
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 6
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/3072180 
Hope: A Sky Full of Ghosts is a minimalist sci-fi point-and-click adventure focused on narrative.
You are Agatha Hope, a leader of the Cicadas, a rebel movement fighting against NexxusCorp's tyranny. To escape their oppression, you must steal their spaceship. To save humanity, you must unite your crew. Your decisions will shape the course of your story. You must overcome challenges through mini-games and puzzles. All in an attempt to accomplish your mission and uncover dark secrets.
You are Agatha Hope, a leader of the Cicadas, a rebel movement fighting against NexxusCorp's tyranny. To escape their oppression, you must steal their spaceship. To save humanity, you must unite your crew. Your decisions will shape the course of your story. You must overcome challenges through mini-games and puzzles. All in an attempt to accomplish your mission and uncover dark secrets.
MINIMAL SETUP
- OS: Ubuntu 12.04 / SteamOS 2.0
- Processor: Intel i5 Quad-CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4000
- Storage: 4 GB available spaceAdditional Notes: 32-bit systems must use virtual memory to get over 2GB.
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