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It is worth discussing protracted development and gaming audiences. Cave Confectioner is made for two vastly different demographics: hardcore and casual. Let's break it down. Hardcore * Ages 14-40, 50/50 gender split * These people play a lot of PC games * Punch ostritches until they die Casual * Ages 50-70, mostly female * A lot of mobile and web gaming, probably not on Steam * They don't like making difficult decisions These are Cave Confectioner's demographics, not hardcore and casual demos in general. It all boils down to gaming as passive entertainment. Hardcore gamers have muscle memory for most genres after racking up thousands of hours, making gaming as passive as watching a film for them. Casual gamers go in expecting a passive experience, and they get it with casual games, so the result is the same. Cave Confectioner has something for everyone, which is why it needs more development time. If you read between the lines, you can see where this development time is going and how it will help the project. Casuals will get their casual experience where they expect to find it, and hardcore gamers hopefully tried the demo in the festival and are hopefully willing to wait for the next opportunity to play the game. Thank you for your continued patience, and be sure to join the group chat for answers to your burning questions.
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