Thanks for being understanding Joseph, I edited my post to be a bit more factual and a bit less hyperbolic;.
I don't agree that we should be taking small steps personally, though I do understand where your coming from. When you think about it, probably like 70% of the audio games community aren't very advanced gamers and just want something easy to deal with, and a sizeable amount of them are newly blind as well.
That said, you can still make a mainstream like game for those people as long as you have really good tutorials, intuitive commands, answer their questions well, and have a reference for easily forgettable things like keystrokes. Putting that all together does take time and forethought, but at least the community can help with quite a bit of it, and some of those concepts are already things most devs strive for as it is.
After all, I learned how to play SCW quite well within about 2 weeks when I was like 10 or 11, and I had only really been playing things like top speed, Super Liam, and super egg hunt before that.
With Swamp, it did take me a while to accept the mouse as a viable option, but it only took me a few days to get reasonably proficient with it's use when I actually bothered to dig one up, and a couple weeks to get really accurate.
It didn't actually take long at all for me to get the basics of touchscreen and spacial gaming, on the IPhone, even though I was still a novice with the system it's self, since it was pretty intuitive, though I did struggle with finding text in games that used it exclusively do to how smashed together everything was, and that took quite a while for me to get good with.
TDV2 and Eurofly only took a few days to get situated with, after I got over the hole up means down and down means up thing, and I had never used a joystick or flight sim before, so I didn't have that advantage, especially not using the keyboard like I was.
Now obviously I'm just one person, I started using computers early, I was totally blind by the age of 3 or so, I had 2 blind parents which is extremely rare, and my dad played some audio games when I was a kid, also rare, so I did have a head start and even without that everyone is different.
But even so, based on the popularity of the games that brought us more mainstream concepts, such as the early Jim Kitchen games like trucker and Mock 1, Shades of doom, Top speed, GMA tank commander, Super Liam, Technoshock, Swamp, RTR, BK3, beatstar, The blind swordsman, A blind legend, STW, Marina break and more, I feel as though we've adapted pretty quickly.
I can understand wanting to keep it relatively safe for AHC, after all their were also flops, like rhythm rage, all the mouse games before Swamp, wreckingball, and a few I don't remember (who would have figured) but I don't think taking small steps has lead us to where we are now, and I don't think it will take us where we want to go either, since we're already so far behind.
On a side note... are their really that many people asking for top down? I thought it was just that one guy, I really feel as though most people don't mind in the slightest. We've been using navigation like this since Shades of Doom for Christ's sake! :-D
As for the dialog and overspending, I was stating those two things as mutual exclusives, maybe that's not fare, and I do get that you spent the extra money on voice stuff, but I'm comparing it to a hypothetical more fleshed out title, hence all the disclaimers afterwards.
But no, I can not blame you for how expensive voice acting is, however I can say that you probably should have decided to make a game that required much less of it instead, or tried to find more people from the community it's self willing to do it in exchange for a free copy of the game and soundtrack, and beta access.
That's easy to say as an observer looking in after the fact though, and doing that would have been more of a gamble as well.
I know you were surprised at how expensive it really was, and that you can't really know for sure until you have it all written up; development paths aren't straightforward things no matter how much you want them to be so that probably wouldn't have been possible anyway, but maybe more research before hand would have helped.
Honestly? I can't show you other Indi games with as much content in the same genre, and if they exist, than I don't know enough to find them. :$
Mostly I was comparing the successfulness of other projects in general, but that's not fare as many of them didn't need the amount of resources as yours did.
Their are tons of pretty complex flash games, quick distraction type mobile games, a few more fleshed out (usually platformer or puzzle) games that use the retro vibe and can therefore get away with low fi sounds and graphics, and many text based games, several with background music, basic graphics, and even sometimes sound effects with massive amounts of content and replayability out their that were made often for less than 10K, some for less than 5k, but I'm not enough a part of the indi community to know 99% of them by name, which is compounded by the fact that they are so small that searching for them on google is a nightmare, and I obviously haven't played more than like four of them because they aren't accessible.
It's also impossible to get info on budget about most of them, so the only reason I know at all is from articles talking about trends and such, and all these sites giving info about free engines like Unreal 3 and Unity, and where to find metric fuck tons of free art and sounds.
Basically, I shot my self in the foot for that one, because I don't know jack shit. ROFL sorry...
The only ones I know of by name would be a dark room, The ensign, the smugglers series, Warsim, Star Trader's, and a bunch of game books.
And I don't know the budget for half of those, I'm just guessing and going off of vague statements by the devs.
As for challenge after the level cap, sure, god mode, yaye, I just really, really wish it came later than it does.
The thing is, your scaling system also scales enemy type, armor, and weapon, which is awesome, but then it's impossible to have autonomous scaling because the equipment isn't randomized.
And it probably shouldn't be either, since you can pick up said equipment, and it's all got descriptions and such, so even if you let it pick from a long list of armor and weapon names with associated higher and higher defense ratings, and just let it use default sounds for the category type, it wouldn't work.
DLC could help with that, since you can just bang out new descriptions and such, but it's obviously too early to be talking about it.
Or I suppose you could just, not be able to pick up the equipment after a certain point but that feels kinda artificial.
Yeah, I have lots of complaints, but not much in the way of ways to fix them...
Go me!
I agree that you guys should be proud of what you have, as well, I certainly couldn't stick to something like this for so long...
And with the small customer base and the unique difficulties you guys faced, like the inaccessible dev tools, I'm being honest when I say it's definitely worth the asking price, maybe even 5 bucks more.
At least now it is, the bugpocolyps was pretty bad, I've had to coax at least 3 people into trying 1.2.1.
But you bounced back with flying colors and like you said, the community was understanding, I think a large part do to your attitude specifically, especially before launch but also after.
And yeah I get the hole give the people what they want, lest they rend us limb from limb thing, I knew that's why you released it earlier than you should have weeks ago. LOL
Lets just say, I wouldn't want to be in your position, choosing which way will piss people off less.