It was well-written and funny, and I'm happy saying it is continually inventive and interesting. It was, bar one or two (okay ten) exceptions, bug-free. It had been cooking in the oven for a long time, and we'd released it only when it was finished. This is going to sound dumb and obvious, but I suppose the critical point for getting strong Steam reviews was that we'd made a good game. Lair of the Clockwork God's credits end with a call to action to leave a review Looking back, I've realised a few things about how we achieved this. I'd expected the usual 10% of people not "getting it", but somehow, miraculously, that didn't really happen. When Lair of the Clockwork God first launched, I was blown away by the onslaught of positive reviews we were getting. I've been doing this since about 2006, and positive Steam reviews has never been more important to developers like you and I.
But I haven't told any other people about what I saw, so it might as well not have happened. I really enjoyed the way it gracefully arced towards the ground with a satisfying "plumfh" noise, and it was visually spectacular, unlike any tree I've ever seen before. Continued abuse of our services will cause your IP address to be blocked indefinitely.You hear that? That's the sound of an amazing tree falling over in a forest and no one finding out about it.Ī tragedy, really, because it was such an awe-inspiring tree. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue.
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