This is a reflection on the results of my LD41 submission War Maker:
https://ldjam.com/events/ludum-dare/41/war-maker
Results
Final results
Overall: 842nd (3.197 average from 35 ratings)
Fun: 820th (3.045 average from 35 ratings)
Innovation: 813th (3.091 average from 35 ratings)
Theme: 1007th (2.924 average from 35 ratings)
Graphics: 1056th (2.297 average from 34 ratings)
Humor: 467th (3.081 average from 33 ratings)
Mood: 744th (3.094 average from 34 ratings)
Honestly, when I saw these results, I was a bit shocked. They're not bad, considering the very large number of submissions. But they're not what I was hoping. More importantly than the rankings themselves, the actual average ratings were much lower than I anticipated. Almost all 3.0, with one 2.3 in there acting like salt in the wound.
To be fair, I don't actually care about many of the categories. I expected to do worse in theme, not because my game didn't adhere to the theme, but because due to the changes I made during development, my game doesn't really feel like 2 separate genres, and I never explicitly told players which genres I was mixing. It was supposed to be tower defense mixed with an arcade mode where you control both sides and try to maintain the balance as long as possible for a high score. Unfortunately, I had to cut a lot of features due to annoying bugs which really reduced the feel of tower defense. This also hurt innovation. I opted out of audio, because I used licensed background music. Mood is already a vague category. My graphics, although nicer than I originally anticipated thanks to JavaFX's wonderful effects, were still very "primitive" (pun intended, as I used actual shape primitives exclusively). Obviously, all these categories were going to drag down my overall score.
But when it came to fun and humor specifically, I felt I nailed it out of the park. Despite the visual bugs and other problems with the game (it's easily the most hideous code I've ever written; please DO NOT look at the game's source code on GitHub, lol), early reviewers were praising the game for being fun and encouraging them to compete for high scores. I had some pretty hardcore players who were putting in the time and effort to beat my developer high score. And everyone said the story made them laugh. The music choice was so good and tied everything together. I even hooked myself on my own game. I found myself wanting to play my own game instead of rating other people's games quite often. Compared to my previous jam game, this game was far less polished/complete, but far more fun and humorous.
So how did it score only a 3.0 in fun and humor? Well, I think this game is a perfect cautionary tale about survivor bias. It's very easy to look at winners and assume that if you copy them, you will win, and if you don't, you will lose. But sometimes, you have to dig deeper to find the truth. After everything I've heard from players and experienced in my own play testing, I truly believe I have a hidden gem on my hands, and I definitely plan to return to War Maker and turn this into a franchise. There is so much more I could do with this concept, and it has the potential to result in some great games that I believe can be commercially viable. However, if I were to consider only the ratings, I'd probably be discouraged and walk away.
I think the truth is, I did not get the right people to play my game. I don't mean I should have paid for fake reviews or anything like that. However, every game has a target market. Very few if any games will appeal to ALL players. Flappy Bird and Grand Theft Auto have very different target markets, and you can find gamers who hate either of those games, yet they are both massive success stories. In the case of War Maker, it's very clear that there was a massive gap in ratings between the hardcore fans and other players. While I will likely never know the exact distribution of scores individual players gave, I know some gave really encouraging praise, and I'm fairly certain they rated the game 4+ on at least those 2 categories, fun and humor. So there must have been a good number of people also scoring the game 2- in those categories.
Now, I don't want to list names or sound like a sore loser, but I did get to see firsthand what happens when you put your games into the wrong hands. There was a streamer who was offering to play games, and I put my game on this streamer's list. Unfortunately, they were selecting games randomly rather than in order of submission, so I ended up waiting an entire day to get my game played. When they finally played it, they barely gave it the time of day, let alone the attention it deserved. They spent all of maybe 4 minutes in the game, but only about 45 seconds of that was actually spent playing the game, and they had no idea how to play. It was embarrassingly bad coverage, and the streamer was clearly not enjoying my game. Which is fine, they're absolutely not obligated to enjoy every game I make. But it was just such a sharp contrast when compared to the hardcore fans.
Unfortunately, I think this is just a case of the game getting in the wrong people's hands. I know the game deserved better. But I didn't promote it at all. I just rated other people's games and hoped they would rate mine. This works for getting enough ratings to be ranked, but just like in the real games industry, you're so much better off marketing to a core target audience. Trying to market your children's educational game to an elderly man who plays action games just isn't going to cut it in the grand scheme of things. That's not to say there aren't areas I could have improved in. With another couple of hours, the most important next step on my list would have been a proper tutorial, because a lot of people struggled to learn how to play my game, despite it being as simple as they come. That was my fault, and I recognize that completely. I really wanted to make a tutorial, but ran out of time. But even considering that, I know my written and verbal feedback suggested more than a 3.0, and there's a valuable lesson in marketing to be learned from that.