>Games like undertale and FNAF are working above average, made by some stinky basement dwellers in no more than 3 months
>This hard but fun game doesn't survive more than a year
What's wrong /v/, I thought you wanted video games?
I bought Yumi's Odd Odyssey day one, was really happy when it was announced for finally getting a localization. It's a shame it's all but a dead series now, but it was really more of a cult classic than anything with a few games sprinkled about. I'm glad it got one last game and that it was both localized and made available on multiple platforms.
Sayonara, Umihara Kawase.
But I bought the vita version and I haven't bought Undertale or FNAF
>Sayonara, Umihara Kawase.
Even the devs knew it years before, that bankruptcy was just there waiting to hit them.
I'm not blaming anybody.
Just observe yourself, the complete paradox.
If people want video games, then why does gimmicks work better than actual video games?
Umiharakawase is just the game you sit down, start and play.
I bet if some lousy LPer played it, it would've worked somehow, because this is how video game works now.
It just goes to show you that if your game does nothing new and interesting, then your game is going to get shit on.
Your game, Weeaboo Shit in the Sky, or whatever it's called, does nothing interesting, new, or even gimmicky. It exists.
And for as much as FNAF and Blundertale have shit fanbases and everyone hates it, they still do new, interesting things.
No, the game's too difficult for that.
Not to mention stretchy implements aren't marketable.
>Batman's grappling hook
Secondary gear - not the focus. See:
That name is unpleasant.
And life is disgusting.
>You made this thread five times in two days. That's what happened.
Another "/v/ is one guy".
Please, I did not.
It's the first time I'm talking about it.
You would think I'm the only one sad about Agatsuma?
Sure, I can do that in my head right now:
>tap the screen, and Umihara will launch her fishing pole to that spot
>game designed in an easier way to where you don't need to walk back and forth or use ladders
Faster-paced to complement the intelligence of the gameplay, cut the clutter, and made easier and accessible for younger audiences.