RESIDENT CHEESEL: MOUSHLEY POSTMORTEM


I am absolutely FLOORED by the reception this game has had, here are some statistics that I would like to share.

  • Total Purchases - Over 600
  • Average purchases per day (after the initial spike) - 55.6
  • Click Through Retention - 2.62% (at it's high it was 5%)
  • Current Rating (31 reviews) - 4.6 Stars
  • Highest spot in top sellers - 3rd place
  • Current spot in top sellers - 9th place

This is absolutely amazing for me, since I've been making short games for a while now and this is the first time I've sold one, let alone have it be as successful as Lust Quest: Cannie (which was a free game). It's given me a lot of confidence in some ideas I want to execute upon going forward and I'm extremely thankful to everyone out there who supported and bought my game.

ABOUT MARKETING THE GAME

  • Total invested in marketing - $10
  • Total retweets on the announcement post - 84
  • Total Likes on the announcement post - 454
  • Total Views (on itch) - 31.3k
  • Highest Views (On a Single Day) - 6,812
  • Lowest views - 2,514
  • Itch.io referrals - 28,452
  • Twitter referrals - 1059
  • Google referrals - 565
  • Cohost referrals - 122

So what's REALLY interesting is that most of my engagement came from itch.io itself, either from my followers I already had on this account, from using the right tags, or from it's quick reception pushing it to the top 3 of the top sellers. I didn't invest much in marketing, just taking out an ad on cohost (of which I only earned about 2x the investment from cohost direct purchases), and showing my game around to some of my artist friends (many of which are enf enthusiasts), which ended up with them sharing it in their circles.

I did, however, get a huge spike from Sapphire Safari featuring me on their page (and me featuring them), I'm super thankful for that, as it gave me a great boost after day 1 and is probably what caused my day 2 spike. The fact that it's still getting pretty solid views and averaging 55 purchases a day after it's release is pretty good, and I hope that continues as I find that encouraging and it motivates me to push out finished products at a similar level of quality.

ABOUT THE DEVELOPMENT OF THE GAME

  • Total Word Count (including flavor text) - ~7000
  • Total CG count - 14 (Plus 18 alts)
  • Total time spent developing the concept, writing, and coding - 3 wks, 6 days

This game actually started as a challenge between me and my buddy tippler to see who could make a Moushley game faster within a month. But because I tend to over scope when it comes to projects it ended up *way* bigger then I anticipated, but I made the deadline.

Originally I just wanted to make a Moushley sex dungeon game and release it for free, but as I wrote down the ideas, my goals started changing, and the ENF and CLOTHING DAMAGE angles started to get more of a focus. I wanted to make something funny and lewd but that didn't focus as heavily on the sex because I hadn't done that before.

It eventually followed those niches so strongly (at the two week mark after I got the concepts and prototype down) that I started considering if this would be worth refining into a sell-able product. At the 3 week mark I had a lot of the art done and viewable and my small group of play testers started to change their minds on if it should be a paid product as well. Though the price was always in contention. Some people thought it should be cheaper, or even free, others thought between $5-8 would still be worth it. I on the other hand, was stuck in the $4-5 range because it really is a small game and there's not a ton here. Eventually we settled on $3 because it's short, 5-15 minutes, and most people would not bat an eye to a fun little afternoon experience and then move on.

I'm glad I went with the price that I did because a lot of people are playing the game and commenting and messaging me about it and even posting/rting it on twitter/cohost. I'd say it was a major success for me, since I'm still very much in the minor leagues of game dev.

ABOUT CRITICISM AND BUGS

I spent a good chunk of the development time in week 3 just refining and fixing all the issues. Honestly, a few of my friends caught some really dumb bugs that I missed just from staring at the game too long. I kind of have no idea how people bugtest larger games with small dev teams and many variables, this already had way too many states and data triggers, with there probably being some few edge cases I haven't even heard of cropping up on some random devices across the world.

Either way, I'm glad that the core game runs well enough, even if I only now understand that most games do run on spaghetti code just like a rube goldberg machine that somehow works and you hope to god no one breaks.

There were some users that experienced full on crashes, or couldn't even start the game. After doing some research (you can red the comments on the game page) I found that most of these people were either running older graphics drivers or older GPUs, or had old computers that just couldn't run the game. This is, sadly, a thing that happens sometimes with godot, and I solved at least 3 users issues when it came to this, thankfully.

Unfortunately, the Android and Mac builds are a bit jank, since I don't have a great way to bugtest for this at a quick enough iteration pace that wouldn't take a few weeks. I am, however, restructuring the system I made in Godot for this game so that future projects do not have as many instantiation calls (which was what was causing the freezing and lockups) on level load. I've also come up with a few ways to store images and other data on startup, so that it's a smoother experience on level transition.

There was one other issue that I haven't been able to replicate, but has been on my mind for a while. An issue where a black box just appears and is permanently over the 3rd area of the game. This has only affected 2-3 users from what I could tell, and I'm 95% certain that there's either a call to a menu, or art asset that is coming up on that specific level load, I just can't figure out what is causing it to trigger on those devices and not every other one. I'm pretty sure deleting the file and unzipping it again should fix the issue though, since a user reported this with a screenshot and it showed them making it past the third room at least once. Maybe they spam clicked the menu or something and it broke something internally? I can only speculate at this point.

There was also a criticism about the length of the game and about wanting a demo version. Unfortunately a demo version is not in the cards since it's already a short game, though the idea of a censored version with pixelated censors over anything lewd was being considered before being dropped as it would just be too much effort for not enough return. As for the length, I plan to make something a bit longer next time, but like to work on things that have a short playtime because I want to see games out there that are short and fun experiences, since, as a person nearing his 30s, I have less time for completing large games, and I know I'm not a minority in that aspect. That being said, I absolutely appreciate that you liked the game enough to want more content and for it to last longer.

The last criticism I got was about the lack of sexual content in the game, given my previous works and art that I post on twitter. That was mostly a design decision to make sure the whole experience was cohesive and that it would hit the right vibes with the ENF crowd. I had trouble with refining the narrative to include it in anything other than a corruption route, but that would have taken extra time to add that scene, would likely have made people question why there was only *one* sex scene in the whole game, and a few other development issues. I think it was the right call in the end, as the people who liked the game REALLY liked it, and that was my goal from the inception, to make something kind of niche that really hit a certain audience.

WHAT'S NEXT?

Well, I took the week after release off to recuperate and let my drawing arm rest (I drew way too much in those last two weeks), so now I'm at the conception phases of game design again. I'm also starting a concept art job soon that'll take up some of my time. The current plan is to take around 2-3 months to make something new, slightly more refined, with around 2-3x the content to sell for around $5.

I've got one idea in the works for a clothing damage strategy combat game, an idea for a second Moushley game (but in 3D), a small run of Moushley plushies, an idea for an isekai monstergirl brothel-hopping game kind of like meet'n'fuck kingdoms (but using a similar system as moushley game), and an idea for something set in a smalltown farm with TF and feral themes that I was concepting before the moushley game. Nothing's set in stone yet, but I'd love ideas and feedback on stuff you'd like to see me make, or which one of those ideas I mentioned you'd like to see fleshed out more.

Thanks for reading, have a good one!

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Comments

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(+2)

Congrats!!! Sounds like people are really enjoying it, and it's nice to see that your traffic/sales are holding strong a week later! The Sapphire Safari collaboration in particular seems like a great idea while both games are topping the charts.

I'm definitely looking forwards to your next project, whatever that ends up being! (I imagine you can guess which of the ideas I'm most interested in, but don't let me sway you too much, haha. They all sound good!)

(1 edit) (+1)

probably pandering to me too much specifically to get a bigger audience, but god I would love a ENF with a trans girl/transfem~ (i do know a *lot* of transfems into enf who'd kill for even a small game of it, to be fair*

regardless the game turned out great! I remember being in your discord around the time of lust quest ice and its nice to see you make something really cute again :3