A "SHORT" THANK YOU
Author: indiefoldcreator
Date:
Wed, 21 Jun 2023
Hi, my name is Wim Wouters.
Many of you know me already, but for those of you who don't, I am the founder of GRIN.
This will be my first "personal" public post on our Steam page.
First of all, I would like to take the opportunity to express how proud I am of our small team for pulling off what we just did. For the last year and a half we have been working with a core team of 2 artists, 2 programmers and one writer to create Woolfe - The Red Hood Diaries. It has been a real roller-coaster of emotions and challenges, but we survived them all. Nobody in our team has ever worked on a project of this scale and I believe every single one of them has exceeded themselves. So once again: Thank you for your wonderful work!
Ever since we started development on Woolfe, our nicest compliment but also our heaviest burden has been the HIGH EXPECTATIONS we seem to have created. This is of course fantastic and we feel so honored to be compared to other much higher budget and even AAA games out there, but from the start we have tried to warn people that we are just a small studio with a limited budget trying to make our first small, but beautiful indie game... Our fanbase is very aware of this and seem to really respect us for our honesty all along, but now that we have officially launched, I’m not so sure that our growing audience is equally aware of the shorter game length and other budget-driven limitations…
Some people were taken by surprise by the “shorter” play-time of our game. I thought that I had addressed this in our game description on the store page and by setting a reasonably low launch price. But I now realize that I may not have communicated this clearly enough so I have now also changed our short description to reflect game length.
There are other things we wish we could have done better of course. As every developer knows, we are painfully aware of every bug or every element that we could have fixed or done better given the time, budget and maybe experience. Things like a deeper combat system, lip-synced animations, etc…
But I am not ashamed by the end result, I am in fact very proud. Proud that we were able to build an inclusive game that is reasonably priced and accessible to most. Proud on the story that we were able to tell and very thankful that a lot of people really love what we have made. Thankful that a lot of people have been, and still are supporting us in our efforts launching our first game as an independent studio.
Thank you,
Wim Wouters
Many of you know me already, but for those of you who don't, I am the founder of GRIN.
This will be my first "personal" public post on our Steam page.
First of all, I would like to take the opportunity to express how proud I am of our small team for pulling off what we just did. For the last year and a half we have been working with a core team of 2 artists, 2 programmers and one writer to create Woolfe - The Red Hood Diaries. It has been a real roller-coaster of emotions and challenges, but we survived them all. Nobody in our team has ever worked on a project of this scale and I believe every single one of them has exceeded themselves. So once again: Thank you for your wonderful work!
Ever since we started development on Woolfe, our nicest compliment but also our heaviest burden has been the HIGH EXPECTATIONS we seem to have created. This is of course fantastic and we feel so honored to be compared to other much higher budget and even AAA games out there, but from the start we have tried to warn people that we are just a small studio with a limited budget trying to make our first small, but beautiful indie game... Our fanbase is very aware of this and seem to really respect us for our honesty all along, but now that we have officially launched, I’m not so sure that our growing audience is equally aware of the shorter game length and other budget-driven limitations…
Some people were taken by surprise by the “shorter” play-time of our game. I thought that I had addressed this in our game description on the store page and by setting a reasonably low launch price. But I now realize that I may not have communicated this clearly enough so I have now also changed our short description to reflect game length.
There are other things we wish we could have done better of course. As every developer knows, we are painfully aware of every bug or every element that we could have fixed or done better given the time, budget and maybe experience. Things like a deeper combat system, lip-synced animations, etc…
But I am not ashamed by the end result, I am in fact very proud. Proud that we were able to build an inclusive game that is reasonably priced and accessible to most. Proud on the story that we were able to tell and very thankful that a lot of people really love what we have made. Thankful that a lot of people have been, and still are supporting us in our efforts launching our first game as an independent studio.
Thank you,
Wim Wouters
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