RESIDENT CHEESEL: 3D CH1 POSTMORTEM
Thank you SO MUCH for your support and for getting this game, here are some stats for the game, followed by a comparison to Resident Cheesel Moushley (RCM), which I released last year.
- Total purchases - Over 300
- RCM - Over 600
- Average purchases per day (after day 1 spike) 25.7
- RCM - 55.6
- Click Through Retention - 2.5% (at it's high it was 4%)
- RCM - 2.6% (5%)
- Current Rating (12 reviews) - 4.6 stars
- RCM - 31 rev - 4.6 stars
- Highest spot in top sellers 11th place
- RCM - 3rd place
- Current spot in top sellers 39
- RCM - 9th place
While the overall number of purchases is lower, financially speaking, it's made around the same amount due to taxes and the itch.io/seller's fees. So that means that RC:3D has met RCM's sales figures in the initial period, whilst having a lower retention, and sales rate. That's a pretty nice feeling for something as experimental and strange as this game. I've been faced with several struggles irl, like being forced to move, dealing with losing a job I was counting on to AI, and other things, which was why part one of the game took so long to come out. I was hoping to have it all complete by this month, but sometimes thing's don't work out the way ;you want.
ABOUT MARKETING
- Total invested in marketing - $0
- Total Retweets/bksys on the announcement post - 22
- Total Likes on the announcement posts - 194
- Total views (on itch) - 23.5k
- Highest single day views - 4,470
- Lowest views - 832
- Itch.io Referrals - 19,317
- Other Referrals - N/A
The past year has certainly seen a big shift in how my userbase interacts with me and the things that I make. The biggest thing is that referrals from other sites like Twitter/X dropped significantly (I wonder why, people might have left that site), mostly because of bad marketing and promo materials on my end. I struggled to figure out what would be a good screenshot or worthy of showing off on the project because it was taking the lions share of my time.
I am still getting a nice spike from Sapphire Safari with their promo for me on their page in their purchases, but what's REALLY interesting, is how sales of moushley 1 actually kept up consistently while moushley 3d was sold. it was something like 1 RCM purchase per Moushley 3D purchase.
ABOUT THE DEVELOPMENT OF THE GAME
- Total Word Count (including flavor text) ~7000
- Total time spent developing the concept, writing, and coding - 6.5 months
Phew, and now we get to the brutal part of this. This game was a HUGE challenge for a lot of reasons, which I'll just bullet point to save you reading a wall of text:
- Developing everything in 3d required reworking all of my entity interaction systems
- The 3d models had lots of clipping and skinning issues that had to be manually reworked multiple times
- Audio mixing (which still is a problem) was a first for me, and is only barely acceptable
- I spent extra time polishing out game breaking and annoying bugs
- All of the dialogue and interactions had to be split up more due to the 3d nature, which led to an extended dev time
- I made far too many small animation poses for Moushley (over 50) for her to swap from in dialogue, which led to me forgetting to use some of them due to my text parser
- The focus on different camera angles and shots all set in the actual space (which meant characters needed to be posed with intention to be swapping poses and being seen from many angles instead of just one) instead of visual novel or fixed camera cutscene pop ups led to WAY more dev time and focus then anticiapted
- Extenuating life circumstances that led to the delay of the game and splitting of it into 3 more managable parts
Phew, so that's still a lot. Originally I wanted to make something about 2-3x times larger than moushley in a 2-3 month period, and I, an idiot, assumed that 3d work would shorten the time and let me have more poses in the game. It turns out it did shorten the time for the art asset development, but exponentially multiplied the difficulties in other areas. I now know why most of these visual novels and other 3d works don't just do fixed camera angle works more often. It's a pain.
All that being said, I think the $4 price range was right for the level of work that went into the game, even if the amount of content only mirrors and is slightly below how much Moushley 1 had. The game was still a success, but I spent way too much time on it, which is kneecapping how excited I can be about this.
ABOUT CRICITISMS AND BUGS
The biggest issues that still plague the game are of audio balancing, and clothing articles clipping. Otherwise, very few game breaking bugs have been reported! This is wonderful news and means that I've hit a level of polish that I really hoped for after Moushley 1. But it also means that the work planned for the future has a different focus.
The Models for Moushley, Catda, Wolveon, and the Cultist need to get reworked, full stop. There's too many edge cases and funky issues with the poses, underwear, and glory shots that I want to show off. This means that I'll be able to have them match with the environment art a little bit more, but it also poses another thing to think about.
This game, as it stands, can't really go on steam. It's a fanwork, and while "Moushley" isnt an owned entity, and I am fairly staying in parody land, it strays a bit too close to that one game with the evil residents for me to get it on there without getting absurdly lucky and the steam police lets it through (like some other boku no hero and mlp anthro games). Which means that I might have to consider changing the characters and bits of the story to make it a fully original work if I want to push forward with it.
That wouldn't mean losing all the work put in, it would just mean that it the branding and IP and everything would be shifted. Which would also take some time to rework.
BUT WHY IS THERE STILL NO SEX IN MY MOUSHLEY GAME
Believe it or not this is actually a pretty frequent comment or statement about the game, especially given my previous works. And to that I say, well, I actually am working on a game with explicit sex content as my 1-2 month moushley break. I've spent the last week fully blocking out the dialogue, story, characters, and necessary components. The scope and design will be similar to a meet'n'fuck game, and it will actively sate a lot of my audience that has wanted that kind of content for a while.
But as for it in Moushley, it's not off the table, but I will definitely have to reevaluate the story I was going to tell and the art elements I needed to make. I think if it does find its way into the game, it would be after the enm content for wolveon and enf content for catda get added, likely as an alternate ending kind of deal.
WHATEVER HAPPENED TO THAT "2-3" MONTH PROJECT AND THE MOUSHLEY PLUSHES?
The aforementioned life stuff got in the way with it and I had to put that on pause to work on Moushley as it became higher priority. I also scoped it down, and am reusing a lot of bits and pieces from it for this 1-2 month project. It's set in the same setting, but much more linear with a focus on getting sex over exploring a large area (I can't allow myself to feature creep again).
Oh and the Moushley plushies were too expensive because I had to move and moving costs so fucking much money, jesus.
FINAL THOUGHTS
So yeah, the TLDR on this is that I spent too long on a single part of this game, should have scoped it down, and got hit by weird life things all in a row and it led to this. A polished part of a game. It's not a failure by any means, it's just a difficult reality of making things. I need to lower my scope, keep a similar level of polish, and continue moving forward. I will do my damndest to release the meetnfuck inspired game (tentatively titled Fur Party), and capitalize on that momentum to evaluate how I can push moushley to be the thing it needs to be to succeed, or, sadly, move on from it if after my break it turns out to be way too much work to salvage.
There IS one MASSIVE, HUGE, SUPER IMPORTANT shining light throughout all of this though. I now have two things that are out, each of them are slowly earning me income, and if this keeps up, with a few more releases, my biggest financial concerns will be even less of an issue, and I should be able to breathe easy. I'm trying for the long haul, it has me stressed, but there's hope, I can see the goal I'm aiming for, I just have to keep at it.
Thanks for reading, sorry if it got mushy or weird, have a good one!
Get RESIDENT CHEESEL 3D
RESIDENT CHEESEL 3D
The squeakuel
Status | In development |
Author | Edmango |
Genre | Adventure |
Tags | Adult, clothing-damage, enf, Furry, moushley, NSFW, Point & Click |
More posts
- RC3D Version a219 days ago
- RESIDENT CHEESEL: 3D EA Release20 days ago
Comments
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I only just found this and I'm excited for more!