We're constantly tuning our workflow as we build Albatross; partly because we're new to this, partly because the technology is continuing to evolve as we develop, and partly because we're constantly learning new tools and tricks. In the next few posts I'm going to share some of the techniques we've picked up and hopefully they'll be helpful to you too.
So where do we stand now, 8 months into our social campaign?
Twitter: 6364 followers
Instagram: 5134 followers
Facebook: 72 Fans
Here’s what we’ve learned so far: 1) Facebook is the hardest platform on which to build a following virtually (not at festivals/meet-ups). There’s not as simple a mechanism in place to connect up with people who may be fans beyond your already existing social circles, aside from paid advertising.
I’ve found that as a newbie game developer, my day-to-day is chock full of big question marks. But what I lack in known-how, I make up for in SHEER FORCE OF WILL. So in November of 2015 (a year later than we should have started), I began my “social media strategy” across what I assumed were the big three: Twitter, Facebook and Instagram. So we set up an account for each platform: @DeeperMagicCo, facebook.com/AlbatrossGame, and @AlbatrossGameFeed, respectively.
Imagine a large cement slab blocking your way down a corridor. It’s on tracks, so you can slide it forward or backward along a single axis along the corridor, but you can’t topple it over or damage it in any way. Although moveable, it is an impassable wall. Now, imagine you can time travel.
It all started with a one-level prototype almost two years ago. We built it out using basic 3D assets with the idea that it would be a first person puzzle platformer in the ilk of Portal or Swapper or Talos principle (all amazing games we love). The primary gameplay mechanic was there from the beginning: you’re a time traveler who can swap between two time periods and you solve puzzles based around causal changes you make in the past or future. But, as play testing showed, the prototype itself needed a lot of work before it was ready for players.