Brianna Wu / John Flynt - DEAGLE NATION STILL LIVES

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How long will Revolution 60 come to Steam?


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Wu's game wasn't condemned to the trash-heap by default. Amidst the terrible design decisions and even worse story, there are hints of a much better and more thought-out game that is desperately trying to happen.

Shame it can't due to Brianna Wu being a fucking terrible writer and even worse with dialogue.

Basically the theory there are no bad ideas, just terrible execution.

If so, then that describes R60 perfectly, and frankly, I'm surprised how even the simplest stuff was fucked up.

Graphics had a 60's kitschy sci-fi appeal in the iOS original that is now buried under seizure inducing lighting. I actually LIKED some of the art pre-lighting because it actually had a decent aesthetic. Why Wu chose to fuck that up astounds me.

The story had faint glimmers of decency, or at least adequacy, which were killed off because Wu is subtle as a brick. We're obviously railroaded to pick one character over another almost from the get go, even before the player gets a chance to get to know their choices fully, and the sci-fi was trying so hard to be serious, that, as pointed out on it's Lolcow wiki page, it shot itself in the foot with physics and designs goofs even soft sci-fi would laugh at.

The voice acting isn't terrible, and the character archetypes aren't totally unsalvagable (if cliche), but they are doomed because a fucking moron is writing the characters, which poisons the entire well because the good voice acting can't save the cringe dialogue and the character archetypes cliched parts cannot be saved because of that.

Maybe I need to quit doing this, but I cannot help but mourn for the game concept, as it likely could have been much better had it not been at the mercy of an incompetent who makes the hack writers at Beamdog look like Einstein.
 
I chose the wrong time to delete my cookies and forget my passwords.
>myself included

Release the kraken game you useless shit

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Oh shut the fuck up and just accept the help, you useless piece of shit.
John Flynt, the first woman developer to be neither a woman nor a developer.

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No real woman developers care, John.
The only pit I've fallen into is the abyss of stupid.

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Peach is basically easy mode, since she can float. HARDCORE GAMR GURRRRLL here, ladies and gentlekiwis.
Imagine if you will... The characters from Revolution 60... Life size... In VR...

I don't have to imagine it....

I've lived it...

https://youtube.com/watch?v=DymFfZZRwPs
I wish I had a horrifying rating...
:cryblood::cryblood::cryblood::cryblood::cryblood::cryblood::cryblood::cryblood::cryblood:
And to nobody's surprise.....It didn't come out.
QrTmUaC.png


https://tweetsave.com/spacekatgal/status/728092768858308608
https://tweetsave.com/spacekatgal/status/728093508121174017
https://tweetsave.com/spacekatgal/status/728094350366810112
https://tweetsave.com/spacekatgal/status/728095032444518400
https://tweetsave.com/spacekatgal/status/728095984140492804
https://tweetsave.com/spacekatgal/status/728096765119844352
https://tweetsave.com/spacekatgal/status/728098512831832064

Just some more sperging on how gender relates to racism and other shit no one really cares about.
Why is MRS. CISSY CIS CIS BRIANNA Wu who is a NATURALLY BORN WOMAN defining what a "TERF" is?
Another CISSIE talking over trans people. What a shitlord!
So much for first thing in the morning...

View attachment 91671
This game has been more delayed than Natalie's baby.
apyYJjL.png


https://tweetsave.com/spacekatgal/status/728261454697267200
https://tweetsave.com/spacekatgal/status/728261918704709632

Too bad the pricing option are limited to those four options.
How much salt would arise from kiwis and other people overloading the polls with less than $7?
Nice job, John. You just killed all semblance of replay value in your "game".

Also, why is there no, "I'll wait for it to get cracked and pirate it" option?
It's the current year! (And Rev60 isn't out)

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Wait, I thought "bitch" was an offensive slur towards women, according to you and people like you, John?
Why are you leaving in such an offensive mysoggykneeist word in, Johnny?

Also, no 10-year-old is going to play Rev60.
Hahahahahahahahaha!

View attachment 91880

"Characters you care about". I'm dying.
Yes, because Minuete was sooo likeable, Holiday was sooo fleshed out and realistic, and all of the others weren't forgettable as three-day-old dogshit.
 
Oh my. There's a bit in Wu's latest Disruption podcast where it's so clear she's faking emotion that I just had to clip it.

I wonder if Wu is actually a sociopath. She just can't seem to communicate emotion in any sort of realistic way. Also, there's all the lying.
john walker flynt digitally alters his vocal track to make himself sound more feminine LOL
 
I would mock her for not knowing how to price her game but the truth is I don't know either. I've seen tons of people willingly drop $20 on Gone Home, a railroad walking simulator-style game that is 2-3 hours long at the max with precisely no replayability.
I mean everyone bar her asspatters is just going to refund the game within an hour, so she might as well jack up the price and give people another reason to see how delusional she is.
 
I would mock her for not knowing how to price her game but the truth is I don't know either. I've seen tons of people willingly drop $20 on Gone Home, a railroad walking simulator-style game that is 2-3 hours long at the max with precisely no replayability.
I mean everyone bar her asspatters is just going to refund the game within an hour, so she might as well jack up the price and give people another reason to see how delusional she is.
A game without polish isn't worth as much. Indie games have this "stigma" that they should be cheaper than AAA productions, which is why people end up getting those "experimental games" for 20 bucks and thinking nothing of it (since its not 60 or so).

While some games do get a lot of polish for an indie project, a fucking iOS port isn't worth twice the price of it's original release just because it got more bloom. So comparing it to actual PC indie projects is a bit unfair, since its not.
 
For completions purposes im going to copy paste all what john has to do or is doing right now

Overview
This section describes the general topics of preparing for release on Steam, the release procedure, and some suggestions for preparing.

The date you release is up to you--you will be asked to indicate your desired release date on your application landing page as part of the required release checklist. However, we ask that you don't release on weekends, as there is nobody in the office to monitor and ensure smooth releases.

You'll see two checklists: One part of the checklist is for your store page and one part is for your product build and configuration. You can complete these in whatever order you wish, but you'll need to submit your store page for review before submitting your app build for review. Both need to be completed and approved prior to release.


Steam store. Your release date is up to you, but please do not select a Saturday or Sunday for release as nobody is in the office on weekends to monitor releases.

The date set can be seen on the right-hand side of your application landing page.

SetReleaseDate.png


2. Complete Release Checklists


As you work on your application, you will see two release checklists on the right-hand side of the landing page--one for your store page and one for your product build. These checklists will help guide you in completing the critical areas of preparing for release.

ReleaseChecklist_2.png


3. Set Launch Discount
If you wish to release your game with a discount during the first week of sales, you can indicate such by setting the Launch Discount value just below your intended release date. This discount is optional. If set, it will run for seven days after your game is released on Steam. Generally launch discounts should be around 10% to 15%.

If you are launching as Early Access, this discount will run when you game is made available as Early Access. And then, if you set

SetLaunchDiscount_2.png


4. Set As 'Ready For Review'
Your Store Page


Once you have completed the store checklist, you'll need to click "Mark as ready for review" to communicate to Valve that you have completed the necessary work items and are ready for your store page and proposed pricing to be reviewed.

You can do this at any point before release of your product through Steam, but you may want to do it earlier in the process if you wish to put up a store page that shows your product as 'coming soon'. Many developers find it useful to do this even as far as a couple months ahead of release to make use of the Steam Community features and to give customers the opportunity to add the game to their wishlist in anticipation of release.

If you don't wish to put up a product page prior to launch, then you can simply submit your store page for review at the same time you submit your product build for review.

The review by Valve may take a day or two, as we review your store page and pricing. We'll send you any feedback if necessary, or if none is necessary, we'll mark your store page as "Ready for release".


Your Product Build
When you are a few days away from release, you'll need to upload the build you intend to release with (or pretty close to it) for us to review. This step is mostly useful for us to make sure we know what kind of content is releasing through Steam and to give us a chance to double-check that your product is properly configured for release. We'll be checking to making sure your game starts up properly, doesn't include harmful files, and uses Steam Wallet for any in-game transactions.

Once you have completed the app build checklist and feel that your application is ready to release, you can click "Mark as ready for review" to communicate to Valve that you are ready for your product build to be reviewed for release.

Our review of your game or software build prior to release typically takes two to three days to complete, but we ask that you plan for at least five business days to ensure that we are able to review and approve in time for release and to allow for time in case an issue should arise. The build you post for review doesn't have to be your absolute final build, but it should be complete enough that we can launch and play your game and get to any in-game transactions. As always, you are free to upload patches and updates at any time, even during the review process. We'll send you any feedback if necessary, or if none is necessary, we'll mark your product as "Ready for release".

MarkAsReady_2.png



5. Release Yourself When Ready


Once your page has been approved, you will need to use the green "Release App" button that appear on the top of your product landing page in Steamworks at the time you wish to release your title.

Approved titles will not release themselves--you need to use these controls yourself at the moment you wish your product to be released

ReleaseOptions_2.png


Self-release is only available during the week so that someone at Valve can be online if anything should go wrong. The release button will be accessible from 9am Monday to 5pm Friday Pacific time.

Release Options
When you click "Release App", there are a few different release options, depending on your product and the timing of your release:

Coming Soon
Once your store page has been approved, the controls will say "Approved For Release". Click "Post As Coming Soon" to view options and to make your page live for customers. There is no option on your store page for customers to purchase or play your game at this stage.

This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. This is a great way to start building an audience and providing customers the ability to add your game to their wishlist in anticipation of your launch.

Early Access
If your title is marked as Early Access (See Early Access Documentation), then the controls to release your game will say "Release as Early Access". Click that button to proceed and view release details before confirming.

Selecting "Publish Now" from the subsequent options will kick off your release as an Early Access product and will make your product immediately playable for customers. Your title will then appear in the Steam store as Early Access. To learn more about visibility at launch, please see Marketing & Store Visibility.

Once your title has released as Early Access, the controls on your landing page will switch to allowing you to transition from Early Access to full release, which you should only do after you've iterated in Early Access and are ready for your product to appear as a fully-released product.

Full Release
If your title is approved for full release, then the controls will say "Approved For Release". Click "Release App" to proceed and view release details before confirming.

Selecting "Publish Now" from the subsequent options will kick off your full release and will make your product immediately playable for customers. Your title will then appear in the store as fully released. To learn more about visibility at launch, please see Marketing & Store Visibility.


If you have questions in the meantime, please take a look through the documentation here and the Steamworks Development Discussions . Feel free to ask your own questions there; One of us, or another developer will probably answer pretty quickly.


documentation here and the Steamworks Development Discussions . Feel free to ask your own questions there; One of us, or another developer will probably answer pretty quickly.


Q: What assets do we need to provide for the Steam store page?
A: There is a specific area of the Steamworks website that allows you to build your product's store page yourself. The URL for this admin will look like this (using your AppID at the end): https://partner.steamgames.com/apps/title/[AppID]

There, you will be able to upload screenshots and videos, enter your product description and configure various categories and settings to describe your product.


Q: Can I sell my Soundtrack on Steam?
A: Yes. You can choose to sell your soundtrack (typically configured as DLC for your game) or you can just include the sountrack files with your base game content for free.

To learn more about relasing your soundtrack and making it accessible to the Steam Music Player, please see Steam Music Player & Your Soundtrack


Q: Can my game have a Deluxe Edition?
A: Deluxe Editions can be very successful on Steam if you have quality content (In-game items, DLC, Soundtracks, Artwork, etc...) to add to the base game. We recommend that you offer the Deluxe Edition at a price slightly above, but close to the base game price.

To learn about Deluxe Editions, please see the Creating and Configuring Deluxe Packs documentation.


Q: What visibility will my product get when it is released?
A: You can learn more about visibility on Steam here.


Q: When's the best time to launch? Are certain days of the week better than others?
A: In general, we don’t find any day of the week to be more valuable than others.


Q: How does my game's store page become publicly visible as "Coming Soon"
A: To post your page as Coming Soon, you will need to complete your store release checklist and have your page reviewed and approved by Valve. Once your page has been approved, you will need to click the green "Coming Soon" button for it show to show up publicly as coming soon.

EDIT: MANSPLAINING ALERT

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