What you can do, and this helped me too after product launches is:
Put all the feedback in an excel sheet, only the feedback itself, leave positive or negative and then split it into 3 categories:
- Praise
- Actionable and need to do
- Actionable but won’t do
Some people who write negative just don’t like a particular type of thing but just ended up trying your game, they aren’t actually in your customer Venn diagram, sort of like a “not to taste” category
It all depends, are these negative opinions legitimate and constructive or just frustrated people?
It's always complicated to have everyone's approval, as far as I'm concerned I took great pleasure in playing your game and I'm glad I didn't miss out!
Try to stay focused on the positive. 🦆
Just have to think of it as data. Break down the review to find the bit that is actually helpful and start putting that in a spreadsheet so you can tally up the instances and find out what the biggest offenders are. Then if it’s reasonable, start working on the highest priority.
Also, good to note that lots of steam reviews are lazy or spiteful because people would rather say something mean instead of helping you fix the problem. A lot of gamers also just don’t understand the artistic process so keep that in mind. Bad reviews often show the faults of the reviewer instead
Especially when blending constructive feedback and emotional discontempt that visiting people will take for granted (such as: it's impossible to finish the game without getting bugs).
I know there are still bugs and am working so hard on that but many people didn't have any. 😭
You’re doing great mate, it’s tough to bring something to life and have it work perfectly, especially as only one person.
Proud you got it over the line! Respond to the complaints with patches, they’ll quiet over time :)
It is weird how a negative comment holds a lot more weight than a ton of positive comments. But it's a very real thing, and worth remembering when writing a negative review. Not that it shouldn't be done, but try to remember that a real person might read it.
I feel you. You can get some valuable info from negative reviews but they’re often fleeting. The people who loved your game will remember it and cherish the experience long after they’ve played and I think that’s what matters
A lot of people write negative reviews in moments of heated frustration due to bugs or other problems. If you can find a way to chat to them about it it could be helpful. A tiny percentage are just negative though and will always be around, take what you can and move forward 💪🏻
Comments
Put all the feedback in an excel sheet, only the feedback itself, leave positive or negative and then split it into 3 categories:
- Praise
- Actionable and need to do
- Actionable but won’t do
Print the Praise, work on actionable’s
Those you can happily discount
I guess the key is trying to figure out some learnings from the ones that are not just reactionary hyperbole.
It also allows you to discard dickheads and people who don't like the game for core mechanics which does help reclaim some comtrol
It's always complicated to have everyone's approval, as far as I'm concerned I took great pleasure in playing your game and I'm glad I didn't miss out!
Try to stay focused on the positive. 🦆
Thank you for your kind words!
I know there are still bugs and am working so hard on that but many people didn't have any. 😭
Proud you got it over the line! Respond to the complaints with patches, they’ll quiet over time :)