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Showcasing game in an expo, looking for suggestions

Started by November 02, 2012 10:41 AM
5 comments, last by Sik_the_hedgehog 12 years ago
So, tomorrow I'm showcasing my game on an expo =D The problem is... I have no idea what to do there XD The game is going to be on showcase for two hours, and people will be able to play it (currently the game is an one-stage demo). I'll also advertise the Twitter account of the development team (one-man team XD) to see if I can get some more followers.

I'd like to hear any other suggestions as to what else I could do or should pay attention to. Any ideas?
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.
What kind of expo?
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Eh, it's some kind of local mix of E3 and GDC (although not in such a big shape given the state of the game industry around here). There's a space for indies to showcase their games so I'm going to show my game there. Not sure if it's the most important gaming expo here in terms of quality right now, but it definitely is in terms of recognition, so being able to be there is a big plus.

In any case in the section I go it's indies showcasing their games to the public =)
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.
and people will be able to play it (currently the game is an one-stage demo).

What do you mean by "on stage demo"? Is it playable by the audience or are they just watching? If they are playing it, make sure you have a stable build for them to play (even if it's missing some cool new features), and make sure you are always by your game both as a salesperson and a researcher. Make sure to ask everyone who plays what they liked/disliked. Their ideas for solutions can usually be thrown out, but it's very important to understand the parts of the game players dislike/like most. In tha regard, take a notepad with you.

Remember that even though there will be other games there, you are there as an exhibitor, not an attendee. Don't go wandering off. I always feel a little bit alienated when there is no developer by the game to talk to; even if I don't actually talk to them.
"So, tomorrow I'm showcasing my game on an expo" guess who ended up being the first one to use the projector. Whoops. (yes, schedule ended up being completely ignored in the end) Now I'm gonna do a few tweaks that were meant to be there before going again >_>

And yes, game was playable by the people around - even the games while they were on the projector. It seems the general rule was that you showcased the gameplay (explaining a bit along the process) and then you'd let other people play the game as they wanted (obviously with the developer around). Those on the projector were taking turns but games would still be playable on their own computers even when not being showcased in the projector.

Also, I said "one-stage" demo, not "on-stage" demo XD Just one stage of the game playable. And yes, the build is stable (at least it didn't crash or bug out so far).
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.
1. What is your game (what's it about, what's its genre, what platforms is it available for).
2. What are the key features
3. What's different about your game
4. What's good about your game

EDIT: Never mind, I see that you already went to the expo.

-- Tom Sloper -- sloperama.com

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Yeah, so much asking for suggestions and ended up improvising anyway XD (ended up showcasing the game both days in the end) Surprisingly it got more attention than I expected... and also turned up to be much harder than expected =| (and needless to say, nobody managed to get to the easter egg) On the upside, I made a contact thanks to the game. That's good, isn't it? =P

Well, in case somebody is curious:

  • As I just said, game turned out to be much harder than expected and everybody kept getting hit =/ Nobody complained it was being cheap with the difficulty though (and at least a good chunk managed to make it to checkpoints)
  • Everybody but one player got the controls in the first try =P So if somebody is making a platformer: arrows + space make an intuitive default control set. Also most people got that double jump enables the power-up effects without even asking. I also noticed that they weren't trying any new keys when they tried to figure it out... good I decided to stick to that control set.
  • Atom CPUs are ridiculously weak o.o; Luckily I brought the debug build along the standard one, so I decided to do a quick run on that computer to get the profile information. I'll check now what piece of the code exactly made it slow down.
  • If you ever deinitialize the audio system, make sure the callback function isn't currently active in the other thread... (I had introduced a crash at last moment and I disabled the relevant code in the expo builds to prevent it from happening, now got around figuring it out and fixing it).

    Can't come up with much else for now relevant to the game, but whatever.
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

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