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CopperCube 5.5

Finally, I pushed out a free update for CopperCube again, we are now at version 5.5. New features are:

There is also a new CopperCube website. It is responsive and minimal, and not very overloaded with information. I personally don't like that. For a 3D engine, I want detailed information, but it seems that people prefer this style now: Few shiny images, just very few lines of text, and that's it. At least all the information about CopperCube is still there, but now on the 'features' page. Let's see how this turns out. I'm looking forward to see what impact this has on sales and downloads.



Most Unity game ever!

I think this is the most funny review I received until now for PostCollapse:

Apparently that youtuber doesn't like the game, and he calls it the "Most Unity Suvival Game ever!". Ha :) That's especially funny since I'm one of the very, very few people out there which did this: I wrote nearly every line of code in my game from scratch, myself, in C++. Including the 3D engine. And sound engine. And collision detection. File System. Translation. Input handling. World generation. Hell, I even composed the music myself.

I'm interestingly not even mad, it is actually a bit entertaining :)



PostCollapse now on Steam

PostCollapse is now on Steam:

As early access, but available. Hope you like it!



Getting Feedback is difficult

Since the first day when I created software, I always wanted to have feedback from people, so that I could improve my software. That's one of the reasons why I started blogging back in 1998, when the term 'blog' didn't even exists. (I was working on an isometric diablo like game named 'Irrlicht' back then, which unfortunately was never finished).

I've learned that the average willingness of giving feedback voluntarily is very, very low. For example for every 100 readers of this blog, only 1 will post a comment. Driving this value up is possible, but telling the readers that you want feedback usually will not work. (But making some unusual claims or invalid statements will do this easily, usually.)

Until now, about 2000 people have downloaded the alpha demo of my game. You would expect that I already have at least 20 people giving me some insight on how to improve it. Interestingly, I only received 6 so far, of which 3 are angry that the price of the game is so high. (What!? It's just 9 euro!?)

Not sure what this means. Is this a good sign? Do people like the game, and they don't see any reason to complain? OR is it a bad sign? The game is so bad that they don't bother to deal with that at all? I have no idea.