Chapter 210: Widely Welcomed
Soon, reviews for "Don't Starve" began to pile up.
"I've found that this game actually has a lot of content. Although it feels a bit disorienting at first, once you really get into it, it's incredibly easy to get addicted."
"At first, I was wondering how a game with such a small file size could be a sandbox. But Chen Mo actually made a really rich sandbox game!"
"Am I the only one who died on the first night because I didn't light a torch..."
"Same here +1. First life: died at night because I didn't make a fire, attacked by an unknown creature, game over. Second life: lived ten days, ran out of food, game over. Third life: lived eleven days, attacked by wild boars at night, game over. Fourth life: caught a bird, found a pig village, fed spider meat to a pigman, gained the pigman's friendship, started building a base and planning for the future. Then the pigman ate too much spider meat, went berserk and mutated, game over."
"Honestly, this game is a bit unfriendly to newbies at the start. You feel like you're dying for no reason. There are too many dangers in the wilderness!"
"When playing this game, you must always remember one thing: no zuo no die..."
"The game is surprisingly good and easy to get addicted to, but I have a question: since people eat so much every day, why don't they produce poop? Why do I have to go pick up animal poop? I strongly suggest we should be self-sufficient!"
"It looks like a small game, but it's actually very time-consuming and has great replay value! Just exploring takes at least ten hours, and during the exploration, there are all kinds of strange and thrilling challenges! I think the best part is that it doesn't completely follow the real world; it has a lot of weird creatures that increase the difficulty of survival!"
"Honestly, I've never starved to death. I don't know why this game is called 'Don't Starve.' I think 'Wilson's One Hundred Ways to Die' might be more appropriate."
"I really like the art style. Even though it's a 2D cartoon style, after getting tired of 3D graphics, this style feels quite interesting, nostalgic, and fresh."
"Even though it's a small production, it's a small production full of sincerity!"
"I noticed that Chen Mo left mod interfaces like before. I want to try making some fun mods. How about making a character mod? Bring in Arthas, and his skill could be eating corpses! 2333"
"And this game also has a multiplayer mode. A few good friends can play different characters, support each other to survive. That feeling is awesome!"
...
Although "Don't Starve" didn't have very high download numbers at the start, its rating reached a sky-high 9.5 points!
Mainly, the players buying "Don't Starve" right now were basically Chen Mo's die-hard fans, and they naturally had a favorable disposition towards survival and sandbox games. So, their reviews of "Don't Starve" were definitely very high.
During this initial launch period, "Don't Starve" was still a relatively niche game. After all, it hadn't undergone massive promotion, and its art style and gameplay weren't mainstream, so sales didn't explode.
However, with the reputation of the Thunder Game Platform and Chen Mo himself, "Don't Starve" still achieved very good 24-hour sales, reaching 24,000 copies.
Moreover, this number was still rising steadily. It was estimated that first-month sales should reach around 2 million copies.
After all, "Don't Starve" is a game with great replay value, and because of its distinct style and outstanding reputation, its spreadability is very strong.
Although this sales figure wasn't as high as "Lifeline" back then, the game itself was 20 times more expensive than "Lifeline," so lower sales were normal.
In the previous life, after "Don't Starve" launched in China, its first-month sales reached 5 million. Of course, this was partly due to the powerful promotion capabilities of the TGP platform and the game's reputation on Steam.
In this parallel world, Chen Mo's "Don't Starve" was considered a brand new game. It was normal for it to start slowly. Once players fully engaged, this game would show its true power.
As sales and ratings were released, players had mixed reactions.
"Awesome! It feels like I'm seeing the Chen Mo who made 'Plants vs. Zombies' again. Perfect creativity, rich gameplay. A small game can still become a classic! This is the Chen Mo I remember!"
"Yeah, Chen Mo, stop making pay-to-win games and wasting your talent! It's such a shame!"
"I used to ask why Chen Mo wasn't updating 'Diablo.' Now I won't ask anymore. Chen Mo, if you don't want to update it, fine. But since you made a game like 'Don't Starve,' I forgive you!"
"But it's still such a pity. Chen Mo, you can't be fickle! 'Diablo' is still waiting for you to save it!"
"Right, you have to consider the feelings of us Nephalems too!"
"'Warcraft' players are trembling in fear. It's a pity there's only one Chen Mo... If only there were seven or eight Chen Mos developing games together."
...
Players who liked "Don't Starve" praised the game highly.
Players who couldn't get into it were hoping Chen Mo would develop other games.
"Diablo" players were still hoping Chen Mo would develop DLC.
All players wished Chen Mo could learn a clone technique to cater to everyone's feelings.
After all, Chen Mo had developed so many games, his player base was already enormous.
There were casual game players who liked "Plants vs. Zombies" and "Lifeline."
There were Western fantasy game players who liked "Warcraft" and "Diablo."
There were Chinese-style game players who liked "The Legend of Heroes."
There were pay-to-win game players who liked "I Am MT" and "Onmyoji."
It's hard to please everyone. The tastes of these players varied significantly, and Chen Mo couldn't possibly make a game that catered to all players' tastes.
So, these players could only wait eagerly, hoping for Chen Mo's next move.
...
Regarding "Don't Starve," industry insiders paid more attention than ordinary players.
After Chen Mo developed "Diablo" and taught a lesson to all the designers who looked down on third-person RPGs, no one dared to underestimate Chen Mo anymore.
Every time Chen Mo entered a new game field, he would create some seemingly bizarre game types that completely deviated from conventions.
For example, the "completely free" card mobile game "I Am MT."
For example, the third-person perspective single-player game "Diablo."
But it seemed like he succeeded every time, and every time he overturned the common sense within the industry.
Everyone had to admit that Chen Mo seemed to have never made a mistake so far. Measuring his actions with ordinary people's thinking often led to failure.