A Developer Update
Nearly a month ago (already!), we've released MicroWorks. Ever since the release, we've been very carefully watching and listening to feedback. I wanted to make a little "behind the curtains" post detailing our findings and upcoming ventures with the game.
Firstly, we are SO happy the game was received positively. When you spend sleepless nights every day working so incredibly hard on a game, especially without too much outside help like we had, you start developing doubts. But watching people have so much fun with our silly little game, being able to form a community of passionate people, and, for once, enjoying the game and laughing together with newly made friends - it reminds you why it's all worth it.
That all being said, of course, the game's not without its issues. After clearing out most of the release bugs, we are faced with two main problems:
Entry Barrier
If you're not used to fast-paced games, especially ones like MicroWorks that require good handling over your movement, chances are you've tried the game, got incredibly confused, quit the game and refunded. This makes us sad devs and you a disgruntled customer.
There's a lot we didn't do right in that regard - being forced to learn the ropes of the game while you're already playing, especially in MicroWorks, isn't a great environment for processing and remembering information.
This is why our focus for the next update is a specialized tutorial level . This level will be presented the first time you launch into the game, and will teach you everything you need to know about the game in a compressed and entertaining format, and most importantly, in a stress free environment. You'll also get to practice a few easy microgames to get the gist of it.
This tutorial will not be mandatory - you can choose to skip it if you wish. Just don't come whining later!
Player Base
Well, here's a tough one. Ever since the release, we've amassed a decent amount of players - but not enough to keep public servers constantly available.
Chances are, if you bought the game expecting to be able to drop in a few filled up servers, you'll be disappointed to find the server browser empty or filled with password protected servers.
This is, by far, the #1 complaint we've received, and we've been mulling over it every day. Marketing a game to this sort of level is incredibly expensive and difficult, and just not within our reach. Our business model does not impress investors.
We have, however, finalized a plan this week to work this out. We are not yet ready to share details about it, but this is more to let you know that yes - we are aware of this issue, and we are going to fix it. <3
It will require a lot of work though, so don't expect it right away!
So, as you've seen, our primary focus at the moment is stabilizing player experience. We are, as always, determined to make this game accessible to everyone, even with its wacky and mostly unfamiliar gameplay.
I want to once again thank everyone who's been supporting and sticking by us, whether you were here from the very beginning or joined after the release. You all keep the dream alive. <3
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