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Smannesman: If you already have that feeling now, don't Google his nick.
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jamyskis: Seriously, what's the first thing people do if you tell them not to Google something for their own sanity?

Anyway, I'm going to file the OP under "best of intentions, least of ability" along with countless other self-proclaimed "developers". Not trying to be crass Dan3DIM, but I very much doubt that there is anything resembling a working game, and I get the feeling that you are grossly underestimating what it takes to produce a commercial-grade title.
Yeah, it's all a self evident at moment... Only way to prove my skills is released the demo or full games.. Thank god I finished the prototype and start on pre-alpha demo..

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Fairfox: Are horror gamies still a Big Thang™ (genuine question)? Liek... are they still aimed at teh YouTubian streamers to generate free advertisin'?
I am try not to. And it's our first project and my least Games design. Suitable for our team skills level in Indies games development, most of us haven't work together before.

Rule of thumb, first game should be that bad, unless luck. Right?

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justanoldgamer: I, for one, congratulate the OP for pursuing his dream. This thread made me learn about itch.io so in my book he has accomplished something positive.
Thank! Yes I won't give up. I haven't give up yet.
Blue text = someone working for GOG.com
Orange text = a registered developer


Expect development to take a long time.
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Barefoot_Monkey: You might consider also putting your game on itch.io. It's easier to get your game on there than onto Steam or GOG.
The problem with itch.io is that its extreme tolerance for shovelware means that (a) your game gets lost in the swamp and (b) doesn't get exposure owing to the pathetically small market share. Desura at least had some degree of curation - itch.io has diddly-squat.

itch.io is good for early access development and scoping out a select niche audience for your project. That audience should be willing to tolerate errors and be interested in accompanying development of lo-fi, low-budget titles. itch.io won't give you the exposure you need - you need to generate the interest elsewhere and then point that interest towards itch.io. Ultimately, you can market the game to a select focus group, and that should help you figure out how to market your game potentially to a larger audience.

Anyone hoping for anything resembling commercial success there is going to be sorely disappointed.
Post edited May 17, 2017 by jamyskis
Hello again! How time had been fly...
Updated- GoG had been rejected my games, while back.
I haven’t give up.

Just put up kickstarter, here.
https://www.kickstarter.com/projects/1818738302/photophobia?
Post edited November 21, 2018 by Dan3DIM
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Dan3DIM: Hello again! How time had been fly...
Updated- GoG had been rejected my games, while back.
I haven’t give up.

Just put up kickstarter, here.
https://www.kickstarter.com/projects/1818738302/photophobia?
Dont forget there is always itch.io amongst others you could release on.
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Dan3DIM: Hello everybody, just found this website for first time after research marketplace to find where I can sell our games we developer on.

Would like to know more about GOG before I submit my game to GOG.
cool story bro but it's winter - in case you didn't notice.. :-/
Yeah we are little late for season...
Tell me about your game, and why I should care? Why should GOG care? What makes it unique, worth selling?

The KS trailer is completely useless, as it looks like every other popscare simulator I've ever seen. I've seen a few.

Also, I'm going to get a bit English teacher on you, but the phrase you have on your page, "you shouldn't scare of darkness, it is the light you should be scare of." is grammatically faulty.

A better way to have written it, would have been akin to "You shouldn't be scared of darkness. It is the light you should be scared of." Which is just a generic phrase you could see in any broody game.

I realize, your team is deaf. Several minutes after the fact, taking a moment to peruse the FAQ. This is not something that I should have to find out afterwards. (It should be presented up front.) Games, especially horror, live or die on their audio mixing. Without the use of say a bone conducting hearing aid or other such specialized tools, how would you even be able to tell that it sounds like what is envisioned?