The team G4G (Game 4 Girls) is composed of 3 women, who have various experiences but all are passionate about the world of video games.
Fall Girl is a platformer where we control the platforms in order to save the character from falling into the unknown.
This way of playing is innovative since for the first time our goal is to save the life of our character without ever interacting with it.
According to recent studies, women like to play video games but they play differently than the majority of men, since their days are fragmented into different tasks, therefore they also play in a fragmented way by putting their game on pause often to get back to it later. Furthermore, they play during their various trips along the day.
Fall Girl is a game which answers this actual demand, but it also offers an original concept that deconstructs the current video games standards which also attracts all public.
I don't know where you did your research but your statement about how women play videogames is completely false. You can't make a blanket statement about like that. Your statement is also sexist towards men, they have lives outside of videogames as well.
Honestly there isn't anything really special about moving platforms for a character that is basically bouncing off of walls...
Alright, we didn’t want to go into details on here (because we hoped people who found interest in the subject would do their research, but I suppose we still have to prove everything nowadays...)
According to ISFE (Interactive Software Federation of Europe) « key facts from 2019 » (https://www.isfe.eu/wp-content/uploads/2019/08/ISFE-Key-Facts-Brochure-FINAL.pdf ) 46% of gamers are women, and 63% actually play on tablet and mobile phones . Also, in her wonderful book called « invisible women », Caroline criado perez wrote : « Men are most likely to have a fairly simple travel pattern : a twice daily commute in and out of town. But women’s travel patterns tend to be more complicated. Women do 75% of the world’s unpaid care work and this affects their travel needs. A typical female travel pattern involves, for example, dropping off at school before going to work; taking an elderly relative to the doctor and doing the grocery shopping on the way home. This is called « trip-chaining », a travel pattern of several small interconnected trips that has been observed in women around the world » I invite you to read her book, a third of it is actually endnotes on the ressources she used. While I understand how this can be shocking, it is the reality of our world. We understand that not all women have the same gaming habits, but it would be foolish to ignore the fact that a large portion of mobile gaming is in fact feminine. And since we are not (yet!) a political party to help women live better lives, we wanted to make it more enjoyable with the power we had.
Yes Men and Women are different but it's 2020... we're not that differnt when it comes to work, travel and parenthood. I don't where this "research" has come from but I just can't believe it...
"Unpaid carework" is called being a parent (Men do that too, you know that right?).
The PDF that you linked says that 46% of European women ages 25-34, play videogames, 54% play on computers, 44% play on consoles, 52% of women play on mobile / tablet. It says absolutely nothing about "Women do 75% of the world’s unpaid care work and this affects their travel needs. A typical female travel pattern involves, for example, dropping off at school before going to work; taking an elderly relative to the doctor and doing the grocery shopping on the way home."
Your research has absolutely nothing to do with your game, so why even mention it? I would understand if you were making a game specifially for women to relax or a game about the day-to-day life of a stay at home Mum but it's not, it's a platform game about a woman bouncing off walls and not falling to her death. This whole thing makes no sense...