{"id":12027,"date":"2018-02-02T22:07:00","date_gmt":"2018-02-02T22:07:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314258"},"modified":"2018-02-02T22:07:00","modified_gmt":"2018-02-02T22:07:00","slug":"human-fall-flat-dev-credits-community-feedback-for-success","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/02\/human-fall-flat-dev-credits-community-feedback-for-success\/","title":{"rendered":"Human: Fall Flat dev credits community feedback for success"},"content":{"rendered":"<blockquote><\/blockquote>\n<p>&#8211; Creator of\u00a0<em>Human: Fall Flat<\/em>\u00a0Tomas Sakalauskas\u00a0on how player feedback helped in refining the game.<\/p>\n<p>In an interview with Rock Paper Shotgun <a href=\"https:\/\/www.rockpapershotgun.com\/2018\/02\/02\/human-fall-flat-interview\/\">published today<\/a>, developer Tomas Sakalauskas shares some lessons learned after publishing <em>Human: Fall Flat,<\/em>\u00a0which\u00a0may be useful\u00a0to developers wanting to see their games succeed after launch.<\/p>\n<p><em>Human: Fall Flat<\/em>\u00a0is a physics-based puzzle game that launched in 2016 and has recently\u00a0appeared in the top ten grossing games of the week on\u00a0Steam.<\/p>\n<p>It&#8217;s continued to remain in the top ten, which may be in part because of Sakalauskas&#8217; eagerness\u00a0in listening to feedback.\u00a0<\/p>\n<p>The addition of co-op mode in 2017 was influenced by the community around <em>Human: Fall Flat<\/em>. &#8220;Everything happened spontaneously, reacting to the feedback of play-testers, players, streamers, and viewers of those streamers,&#8221; <a href=\"https:\/\/www.rockpapershotgun.com\/2018\/02\/02\/human-fall-flat-interview\/\">explains Sakalauskas<\/a>. &#8220;I didn\u2019t plan co-op mode initially but it was added because of numerous requests.&#8221;<\/p>\n<p>But how did\u00a0<em>Human: Fall Flat<\/em>\u00a0manage to remain visible to players\u00a0after launch? &#8220;Steam is surprisingly good at promoting the games to potential players long after the release,&#8221;\u00a0<a href=\"https:\/\/www.rockpapershotgun.com\/2018\/02\/02\/human-fall-flat-interview\/\">Sakalaus<\/a><a href=\"https:\/\/www.rockpapershotgun.com\/2018\/02\/02\/human-fall-flat-interview\/\">kas<\/a>\u00a0says.<\/p>\n<p>Sales did well enough to support his one-man studio, and\u00a0<a href=\"http:\/\/I%20was%20quite%20happy%20with%20the%20launch%20and%20I%20wanted%20to%20show%20my%20gratitude%20to%20players%20whoave%20bought%20the%20game%20so%20Iave%20kept%20adding%20things%20and%20reacting%20to%20the%20feedback.%20Looking%20back,%20it%20seems%20to%20be%20the%20right%20strategy.\">he notes<\/a>\u00a0that continuing to show appreciation for his fan base\u00a0ultimately proved to work out.\u00a0&#8220;I\u2019ve kept adding things and reacting to the feedback. Looking back, it seems to be the right strategy.&#8221;<\/p>\n<p>&#8220;It\u2019s the same advice that I\u2019d give to anyone who is just starting their game: listen to your players,&#8221; <a href=\"https:\/\/www.rockpapershotgun.com\/2018\/02\/02\/human-fall-flat-interview\/\">Sakalauskas advises<\/a>\u00a0for any developers wanting to see their games live on after release. &#8220;Players were never taught game design \u2013 they simply feel there\u2019s something good or bad but it\u2019s not their job to come up with the solution.&#8221;<\/p>\n<p>Not\u00a0<em>all\u00a0<\/em>feedback is heeded, however. &#8220;You are the game designer and you make decisions. I try steering the design towards player requests, building upon the positive feedback and avoiding pitfalls exposed by the negative complaints.&#8221;\u00a0<\/p>\n<p>Be\u00a0sure to read the entire interview with Sakalauskas\u00a0over at\u00a0<a href=\"https:\/\/www.rockpapershotgun.com\/2018\/02\/02\/human-fall-flat-interview\/\">Rock Paper Shotgun.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8211; Creator of\u00a0Human: Fall Flat\u00a0Tomas Sakalauskas\u00a0on how player feedback helped in refining the game. In an interview with Rock Paper Shotgun published today, developer Tomas Sakalauskas shares some lessons learned after publishing Human: Fall Flat,\u00a0which\u00a0may be useful\u00a0to developers wanting to see their games succeed after launch. Human: Fall Flat\u00a0is a physics-based puzzle game that launched [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":12028,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-12027","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12027","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=12027"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12027\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/12028"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=12027"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=12027"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=12027"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}