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This brought the rating on steam from a 40% to just about 60% rating. This lead to a wave of positive reviews and a campaign of voting negative reviews as unhelpful for about a month. How severely you were shooting yourself in the foot depended on how much you invested in the kickstarter.
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You would be the one ruining the game with your negative review etc. This put backers and fans in the awkward position at the time.Įven if you werent happy with the quality of the game you were still inclined to endorse it or else risk the quality being final. And with improved sales, we can again do more updates and features." But with only a few changed reviews or a good handful of more positive reviews, the new gamer perception would improve a lot and possibly gamers will give the game another chance. I cannot change your mind then, and we will be forced to stop here. If you really think JAF is only worth 40% positive, then so be it. Heck – I would not buy a game myself that has 40% positive on Steam. Things hang in a thin thread due to bad sales with bad user review. "We still have user reviews that are at this point hurting sales – and thus the possibility of doing future updates. Shortly after the release of this game, there was a kickstarter update asking backers to give this game a positive review or else they would stop future development on the game. Several heated discussions developed and where locked here and on the JA:F forums. The game was very poorly recieved by the community and the initial feedback reflected this. It was rushed out the door with many features not yet included, or even functioning yet.Įxamples of these would be things like: shop interface, stealth, "Soldier" typos etc. This game had a terrible release, there is no question about it.
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