Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+5)

Thank you for this response! Finally, a calm, rational, and mature take without anyone baring their teeth.

You explained exactly what I was trying to get to. We all know that developing a game is hard, especially when it's your first time and you are transitioning from art to coding. We are more than ready to be lenient and wait. But proper communication is what bridges the gap between the devs and the community.

Your example with the pause screen and the Clickteam engine is perfect—it actually gives us a glimpse into the "hell's kitchen" of development. That’s the kind of substance we wanted! When there is a total information blackout, players are left in the dark, not understanding why certain decisions are made. And then, as we saw here, a tester comes out of nowhere during a dispute and drops "insider info" about Jerry's past bugs as if regular players were somehow obligated to know it beforehand. We shouldn't have to start an argument just to find out what's actually happening behind the scenes.

It's completely fine if a feature doesn't work out due to engine limitations—we are all human and we understand. A simple "hey, we tried this, it didn't work, so we are moving on" once a month is all it takes. That’s why I was so worried about Jerry; knowing how complex he is, I knew he would be a nightmare to code, especially for first-time devs, and I wanted to understand their roadmap.

As for the paid support, I do think those who actively fund the Subscribestar might view things a bit differently, as financial backing naturally raises expectations for news. But overall, I’m really glad Pastelle is stepping up to fix the communication gap.

Thanks again for the respectful and insightful breakdown. This is exactly how a healthy community should talk to one another. Stay kind, everyone!

"Молодец!"