RECAP: Our First Convention Experience (PGDX Manila 2024)
Hello everyone! This is Sulren.
A few weeks have gone by since our convention debut for this game. While it is not the first time that one of our games has been featured at a prestigious event of this caliber, it is the first time that we showcase a game with us - the developers - physically present alongside our game. I have learned much from the three days I was at PGDX. I have met new faces, made new connections, tried out games from fellow developers, and attended workshops that would benefit the development and management of our games. It was a thrilling (and tiring) experience to have our game showcased to the public face to face and we have learned a lot about our strengths and shortcomings.
I would like to extend my appreciation to the attendees, industry colleagues, content creators, fellow Indie Game Stars exhibitors, and professionals who went to our booth and tried out our game. The comments, praises, constructive criticism, and support these people gave us have definitely strengthened our will to pursue, grow, and develop for the Philippine game development industry. We will make good use of the suggestions and feedback to improve the game for a better experience.
Additionally, it was awesome that we also met other developers during the expo and saw their games transcend beyond the screen. I saw how passionate they were with the games presented, and truly saw how much these games mean for the developers. Not to mention that this year, we saw the Indie Game Stars open to neighboring countries. Having to experience cross-cultural moments is a rare occasion, and I am glad that the organizers of PGDX 2024 made such thing happen. The variety of themes, genres, and gameplay presented serves as a reminder that games are still a work of art, and how highly flexible games can be a medium for art.
On To the Feedback
Of course, our game is far from perfect. And I would like to share some of our plans moving forward based on the feedback we received during the convention.
- I like how the game focuses on the service crew's routine
- It's a great experience, but it gets a little confusing why I am suddenly out of nowhere
- Having a guide helps a lot, especially since this is my first time experiencing VR
Most of the issues presented stem from bugs that have yet to be squashed, such as the VR guide failing to deploy sometimes and the height compensation system only working after a few playthroughs. To address this, we will be pushing out bug fixes for this version through minor updates. Version 1.2 will be out soon with improved UIs on settings, proper save data support, and squeezing out visual artifacts that were present during the demo.
Future Plans
The next major update of Fast Food Crew Simulator VR will focus on stability improvements, more interactions, and possibly a standalone build for the Meta Quest 2 and Quest 3 lineup. We will overhaul how the backend works to provide improved stability, more efficient development, and faster minor update rollouts.
Get Fast Food Crew Simulator VR
Fast Food Crew Simulator VR
Work as a Fast Food Service Crew tending behind the counters
Status | In development |
Author | Sulren🌙 |
Genre | Simulation |
Tags | Food, Virtual Reality (VR), Working Simulator |
More posts
- We Are Going To PGDX Manila 2024Jul 18, 2024
- Version 1.1 Update LogApr 15, 2024
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