AOMC1 DevLog 250607

Still working on the Threshold. I think I’m finally back to something close to my original development pace. Regularly scheduled posts here and there still hit like speed bumps, but things are feeling much more manageable now.

Twitter impressions suddenly dropped to somewhere between a tenth and a fiftieth of what they were. After digging around, it seems I’ve likely been hit with some kind of visibility penalty. There was no clear announcement—just something people seem to have pieced together from the source code, as if that’s supposed to count. I get that they’re trying to fight spam and bots, but for someone like me—who relies almost entirely on Twitter to share their game—the initial shock was brutal. Later, I realized other indie devs had already stopped adding links or hashtags. Or maybe the ones who didn’t just stopped showing up in my feed.

Back when I worked at a company, I sometimes looked at the marketing team and thought, “Why are they so loose about everything?” or “Why is their execution so sloppy?” But after doing even a small amount of promotion myself, I’ve started to understand. If you don’t build a bit of emotional distance from this kind of work, it’s hard to stay afloat. It’s more like 99 out of 100 things won’t work—and unless you find a way to keep that from grinding you down, it’s hard to stick with it.

In my case, I don’t have the kind of tough mindset marketing people seem to have, so I just trained myself to think of it simply—like a system where 99 failures are normal and 1 success is the expected outcome. I decided to treat it as if you’re supposed to press a button 100 times to get a single result.

Game development, on the other hand, is more like stacking blocks. If a piece doesn’t fit, you break it, patch it, rebuild around it, or tear the whole thing down and start again. But with this promotion stuff—it doesn’t just not work. And even if you figure out why something failed, the next failure doesn’t seem to follow the same rules—and just to top it off, sometimes the platform drops a penalty on your head out of nowhere.

I realized staring at the numbers too long would mess me up, so I’ve shifted back to development. From what I’ve gathered, if you want to avoid getting flagged—or recover from whatever’s lowering reach—you’re supposed to post irregularly (every 2 to 4 weeks) and leave out hashtags and links. So that’s what I’m doing for now. Still, it’s annoying how all of this is based on stuff like “someone said” or “it’s buried in the source code.” If they don’t want us to do something, why not just say so? And do these rules actually stop AI and spam bots? Honestly, I doubt it. If anything, they’re better at dodging this stuff than someone like me. I could be way more profane and vicious about it, but I’ll stop here.

Anyway, whether it’s development or promotion, I think I’ve got a rough idea now of what just needs to get done and what needs to keep being repeated. So for now, I’m trying to keep my head empty and focus on what’s in front of me.

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AOMC1 DevLog 240608

New suit program, dialogue window, and world map for the first chapter in progress. Apologies for the delay in addressing feedback as I am implementing it in both the Prologue and the first chapter. Thank you for your understanding. The additional groundwork and basic level design are nearly complete. The first chapter will likely include many Metroidvania elements that couldn’t be properly implemented in the Prologue due to constraints. Thank you.

작업 중인 첫번째 챕터의 새로운 슈트 프로그램, 대화창, 월드맵입니다. 전달받은 피드백을 챕터1을 진행하면서 프롤로그와 첫 챕터에 같이 적용하느라 피드백에 대응이 좀 늦습니다. 양해 부탁드립니다. 추가 기반 작업과 기본 레벨 디자인이 거의 끝나갑니다. 챕터1에서는 프롤로그에서 여건상 제대로 구현하지 못했던 메트로이드바니아 요소가 많이 들어갈 것 같습니다. 감사합니다.

正在开发的第1章的新装甲程序、对话窗口和世界地图。由于我在进行第1章的同时也在对序章进行反馈调整,响应反馈有些延迟。请谅解。额外的基础工作和基本关卡设计即将完成。第1章将包含许多在序章中由于限制而未能正确实现的类银河战士恶魔城元素。谢谢。

正在開發的第1章的新裝甲程序、對話窗口和世界地圖。由於我在進行第1章的同時也在對序章進行反饋調整,響應反饋有些延遲。請諒解。額外的基礎工作和基本關卡設計即將完成。第1章將包含許多在序章中由於限制而未能正確實現的類銀河戰士惡魔城元素。謝謝。

作業中の最初のチャプターの新しいスーツプログラム、会話ウィンドウ、ワールドマップです。フィードバックをプロローグと最初のチャプターに同時に反映しているため、対応が少し遅れています。ご理解のほどよろしくお願いします。追加の基盤作業と基本レベルデザインがほぼ完了しました。最初のチャプターには、プロローグでの制約により十分に実装できなかった多くのメトロイドヴァニア要素が含まれる予定です。ありがとうございます。

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