So when Capsized was released, the guy’s review from a small site was the only one out there. So despite me asking for reviewers to not discuss the game before it’s release, he ended up complaining about the game on twitter account, posting comments on all these news sites about his experience with the game basically wherever it was mentioned, and released his scathing review. He was expecting a metroidvania style game, and when he didn’t get that he really disliked the game.
![wytchwood initial release date wytchwood initial release date](https://images.cgames.de/images/gamestar/210/wytchwood_6123840.jpg)
But, unfortunately with this reviewer, he immediately posted pretty wherever he could that he had received a review code and was trying the game. I usually just sent a review code to whoever asked hoping to get publicity everywhere. I had one reviewer email me after the video interview was done asking for a code, he was from a small indie games site so I sent it to him. There was one issue I had with the media though. This way we can have a large news day with Capsized seen everywhere. I think for our next project I am going to definitely send review codes early, then ask the media to only release their review on the release day. We only gave them about 4-5 days notice, so basically none of them could get their review out for the launch date. When a release date was set, as April 29th, we sent out the video interview to a number of news sites along with a review code for them to try.
#WYTCHWOOD INITIAL RELEASE DATE HOW TO#
The other thing I learnt about releasing a game like this is how to properly deal with the media. One of the biggest issues that we’ve seen from reviewers and player response has been the controls – I was able to add keyboard remapping right before release (about 5-10 days before release actually), but there was a lot of people frustrated with how we mapped the gamepad controls (I think maybe we should have heavily suggested to try keyboard+mouse first, as thats how the game was designed). Maybe I’ll put it all in a postmodern some day – an article focused on Capsized development and it’s player testing (having Ian Livingston help us with playtesting was incredibly helpful, I can’t imagine what Capsized would have been without his help). I think we player tested enough that we delivered a really solid product that all the players can go through and enjoy, but there were a number of things that could have been changed that I think would have given a better response from the public.
![wytchwood initial release date wytchwood initial release date](https://www.crespogramnews.com/images/wynwood-series/1-22.jpg)
The response so far has been great – but I’ve definitely noticed problems with how we launch the game, and possible small design mistakes.
#WYTCHWOOD INITIAL RELEASE DATE FULL#
After 2 years of development, about a year of part time work and another of full time work, CAPSIZED is released! April 29th on Steam, coming to Direct2Drive and GamersGate in the next few weeks.