1) CONCEPT
The first concept we had for the game was back in 2011.
At first we were trying to find an original concept for our next game:
that’s when we had in mind the idea that the player had to kill himself in order to surpass every level.
Since the concept and the action in the game has a really strong impact on the player’s reaction, we decided to make the game in first person.
For the first alpha version we had in mind a total of 3 levels that would help the gamer to understand the mechanics, controls (how to activate an object etc.) during the whole game.
The gameplay can be considered as a parody of the most classic videogames in which you have to find a way to save the life of your character, while here you have to find a way to kill him.
10) MARKETING (After release)
The day we published the game (on 14th of July 2017) we immediately started to create advertising, here the steps we took in order to improve the sellings:
- Youtube video trailer uploaded on Youtube and Facebook: https://www.youtube.com/watch?v=vU6Fxi-l-54
- Announce the game in the Steam Groups (sending few promo codes to attract traffic)
- Announce on our Facebook Page
- Twitter Announce on our profile
- Announce on the reddit game dev groups https://www.reddit.com/r/gamedev/
- Announce on Steamgifts and minigiveaway on their website https://www.steamgifts.com/
- We sent promo codes to youtubers and press like Kotaku, Multiplayer, Polygon and many more.
- As final step we announced the release to our fans through our mailing list (100.000 gamers)
The first days of release went smoothly with thousands of copies sold in the first week and a lot of youtubers playing the game:https://www.youtube.com/results?search_query=suicide+guy
After the first days a lot of youtuber videos of the game went viral with over 1 million views, here some examples:
https://youtube.com/watch?v=UOBBduW84Nk
This helped the visibility of the game A LOT and infact Big youtuber starts started to playing it, even making more than just one video of it (Jacksepticeye and JuegaGerman) with over 3 million views:
In the end after the first month, this helped the game to sell over 10k copies, and millions gamers aware of the existence of the game.
The great thing for us is that the game is still selling constantly even after the first few days (with a 20% discount), while generally the sales drop after the first discount.
I would say that for us the youtubers views count was the determining factor that helped the game to be featured on the front Steam page in the most popular games
The first reviews from press started to came out after the first week of release (we sended press copy AFTER the game was out, but probably we should have sent them 1 week before) here some few:
GameNews+ Score: 7.4
SerialGamer Score: 7.0
A rude awakening
Ok friends, the time has come in the review to take stock of Suicide Guy VR. Suicide Guy VR starts from a base (already good) of an unpretentious, light-hearted and fun game but full of technical imperfections. Although in the virtual reality version these gaps have been filled in, the problems related to the tight budget are evident. Nonetheless, Suicide Guy VR looks like a great title for VR, a fun puzzle platformer and a great release valve.
The low poly atmosphere of the game, the not serious tone and the variety of the puzzles do not bore e entertain, and although the levels are not many il price is worth the candle. Despite having to deal at times with the problems in physics, at times with the remaining technical problems, the gaming experience is valid and light. And let’s face it, who else gives you the opportunity to get it over with for the modest sum of a margherita pizza?
We hope ours Suicide Guy VR review you liked it, and as always we greet you wishing you a good gaming! Don’t forget to keep following techigames for more news, updates, reviews and much more about the world of video games. Hello and see you next time!
Points in favor
- Cool and interesting basic concept
- Spot-on and colorful low poly graphics
- Varied and very well characterized contexts
- Successful transposition in VR
- Fun puzzles, but …
Points against
- … sometimes a little too mundane
- Sometimes problematic game physics
- Small technical problems
- Movement system that is sometimes imprecise and fallacious
- Audio sector a bit poor
5) PROJECT MANAGEMENT
We used Trello as project management tool and Source Tree as repository for the assets.
It’s perfect for organizing the workflow when you have a team of 3 or more people. In our case we were in 6 as you can see in the image below and we divided the work like this:
- Fabio Ferrara (Game and concept development, Gameplay programming, 3D modeling, Soundtracks and Sound effects)
- Yan Dawid (Camera programmer and Gameplay)
- Giulia Airoldi (Concept art and texturing)
- Fabio Masnari (Tester)
- Andrea Masnari (Soundtrack composer and Sound Effects design)
- Selcuk Yagci (Character modeler)
We’ll soon share the trello link when the game is finished.
4) STORY DESIGN
Since the main concept to pass the levels is to kill yourself, we wanted to create a motivation to it.Why would the character need to kill himself in everylevel to go to the next level?
That’s when we developed the idea of dreams inside of dreams, inspired by the movie “Inception”.
We first made the storyboard to make the story understandable by everyone, then used the cinematics to make a tangible story.
The character had to be characterized since it’s one of the few beings in the game, that’s when we had the idea to characterize him during the levels, thanks to the objects he imagines in his dreams, derived directly from his experiences in the real life.