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Its been a week since BostonFIG, which was a crazy, fun, and great time, and I wanted to sit down and jot down some of my thoughts, since this was my first time doing one of these sorts of events. Hopefully thisll be interesting, and at least useful for other indie devs!
I had first heard of BostonFIG through Most Dangerous Games, they had Capitalism Craft at the online showcase earlier in the year. (Its still under development, but its a really fun game. CW: Capitalism.) They had an in person event coming up (first time in 5 years!), so I figured Id apply and submit Iron Village.
The way the event is set up, theres a showcase of games (both digital and physical) selected from the applicants, and afterwards awards are given out for the top games. There were 80 applicants, and unfortunately Iron Village did not end up making the cut. This was very disappointing, but there were two huge consolations:
1. Very detailed feedback from the curators. Getting good feedback on a game in development can be quite difficult, especially when starting out. The two critical parts that stood out the most to me were the relative lack of theming and the lack of recoverability at the start of you get yourself into a bad situation. This feedback is already making its way into the game through the new New Game screens and the Welcome Administrator letter at the start, and some of the progression restructuring has been done to flesh out the world a bit more. The new backstory also hints at why this land is empty, although that doesnt fully get explained. The lack of recoverability is being worked on some of it is already in place, just not well communicated to the player, but if your villagers all leave because theyre unhappy, it is pretty difficult to make a comeback.
2. Anyone who didnt get selected for the showcase was still invited to get a table as an indie sponsor for $400 USD, minus application fees already paid. Thankfully I wasnt the only one to take them up on the offer, so I wasnt the only non-showcase game there.
So fast forward a little, and early on a cold Sunday morning I pack up my Steam Deck, my MacBook, headphones, a mouse, a sign, and a tablecloth and drive into Boston. Im definitely nervous this is the first time Ive shown off Iron Village in front of a large number of people in person, so of course theres a nagging feeling of what if this game is actually kind of shit?
Turns out I didnt need to worry, once the doors opened both the deck and the laptop were occupied most of the time. I only managed to sneak out for lunch at 2pm, and that still required me to leave while someone was still playing. The first important finding from the event: it turns out lots of people like Iron Village!
The biggest benefit of presenting Iron Village at BostonFIG (and IMO, the main purpose of shelling out the money and presenting at conventions) is those findings. Theres just no better way to get feedback than to witness a bunch of people playing your game in front of you. I filled more than a page in my notebook with observations, player feedback, and a few bug reports. Heres a list of some of the main things that stood out:
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