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43
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Developer / Business / Re: How much to ask for "Roll hamster, roll"
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on: November 02, 2010, 01:29:22 PM
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Hi kavs.
1. Will look into it. 2. Couldn't hurt, well' do it! 4. This is a very good idea, thanks. 5. This is a weird issue, the time is actually ordered in milliseconds, that's what we send to mochi but sometimes it shows the milliseconds and sometimes it doesn't.
Thanks for the feedback.
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44
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Developer / Business / Re: How much to ask for "Roll hamster, roll"
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on: November 02, 2010, 12:33:55 PM
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Yes, we're thinking on putting just a global score instead of a score for every level. Thanks for the input Moi. How much do you think we should ask for this game on FGL (using the buy it now feature).
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45
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Developer / Business / How much to ask for "Roll hamster, roll"
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on: November 02, 2010, 10:30:35 AM
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Hi, I made a game with some friends and put it up on FGL for bidding, the game received coverage on indiegames.com/blog and the teaser trailer has been seen for over 3K people with little marketing effort. The thing is that we haven't received any bids yet, just some people interested on sitelocked versions but so far not one bid and I already sent a message to a huge list of sponsors by email. So I was thinking on putting a " buy it now price" for the game but I have no Idea how much to ask for. Here is the link of the game on FGL: http://www.flashgamelicense.com/view_game.php?from=dev&game_id=13542
I would really appreciate any input. Thanks.
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46
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Developer / Business / Re: Publishing my new game
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on: October 27, 2010, 08:31:27 AM
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I would have put some effort on announcing the game previously via indie web pages, web releases, etc, but previous to the release of the game and put some email registration or similar to let the players know when the game is finished, in order to have some big initial pool of players. Just my two cents.
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47
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Developer / Business / Re: Complete failure at finding flash sponsor
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on: October 20, 2010, 01:03:32 PM
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Making money with flash games is getting harder, and sponsors pay very little money, we have a game up too on FGL ( http://www.flashgamelicense.com/view_game.php?from=dev&game_id=13542). I emailed a lot of sponsors after a few weeks with little views. The mails produced more views but sadly not a single offer, just to people interested on a sitelocked version but no more. Oh, I see, I just played your game and while I can see decent amount of effort put in visual appearance, it doesn't seem to stand out enough. First, it's borderline average/above-average. I say this because puzzles don't feel rewarding. I can just stare at the screen and press keys randomly until I get to the end. My mind doesn't register that as a reward. It's just random accomplishment that bears no meaning to me. But it has no selling point. If it was medieval, it would be a lot easier to sell it to Armor Games despite not being above-average. Or if it was defense game or Halloween game. etc etc That said, you may be able to sell it, especially if not many sponsors played it yet. But I wouldn't bet on it. Guess this was a bit tangential, but oh well. Yes, a puzzle game is harder to sell too. Maybe it was a mistake in our behalf starting our career with a puzzle, but what can you do?, you have to learn from your mistakes and move on, our next game is going to be an arcade, hope it sells and hope the hamster game sells for something. Thanks for the feedback Miroslav , very much appreciated.
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51
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Developer / Business / Re: How long should a game trailer be?
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on: October 15, 2010, 10:06:26 AM
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My trailer for Chainsaw Man VS. The Communists (my first game to have an installer and trailer) will be 20-30 seconds for the big one, 7-10 seconds for the teaser. The trailer it's done
33 seconds turned out to be the time.
   PURE AWESOMENESS. Thanks inhuman, nice comment on youtube. Tell me when your trailer is done I wanna check it out 
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52
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Developer / Business / Re: How long should a game trailer be?
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on: October 07, 2010, 12:46:18 PM
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Thank you Blackace and weasello, that trailer of 4fourths looks good!. And KM, I always change the channel on commercials, it works great, but seriously I only watch tv occasionally because I like to watch my favourite shows on High def rather than in standar definition (My country has been slow on the adoption of HD).
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53
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Community / Townhall / Re: Roll hamster, roll - Teaser trailer
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on: October 06, 2010, 05:58:47 AM
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Thanks supershigi, we changed the graphics a lot on the final stages, it's good to hear that you like them, it means that the work paid off. Thanks Yajo, the search for an sponsor seems slow but I hope that it goes well.
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54
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Developer / Business / Re: Who around here has made, at least, 2k with a crappy game?
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on: October 05, 2010, 07:13:17 AM
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I've been testing FGL, posted a puzzle game, left it on developers feedback for two weeks. Changed it according to the feedback. It got a 7 and in week and a half it has been played by six sponsors but all in the first 4 days. We made a trailer got some coverage on indiegames.com but that hasn't generated any new views from sponsors. I will contact some sponsors directly but I'll wait until the game it's at least 3 weeks on bidding on FGL (Waiting sucks).
Also I think that the money on flash games it's not on the sponsorships sadly, the contract work it's where the money might be. We are working on a game smaller than the one we posted on FGL for an investigation group of my university and even though the pay it's low due to the budget of the group I think the money will exceed what we might get from FGL (I really hope I'm wrong). The sponsorship money seems a little on the low side, sure you can survive for little money but it's not fair to get so little money for your hard work (maybe I'm just an idealist).
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55
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Developer / Business / Re: How long should a game trailer be?
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on: October 05, 2010, 06:56:16 AM
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I think it's okay for a teaser trailer, I'll do another of the gameplay later but I feel it's pointless now because the game doesn't have an sponsorship yet so people interested in the game will have forgotten about it by the time it's released.
PS: And it could be a while, week and a half and just 6 sponsors played it and all in the first 5 days. No bids yet.
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58
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Community / Townhall / Roll hamster, roll - Teaser trailer
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on: September 29, 2010, 07:25:01 AM
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Hello everyone
We finished our first game and wanted to share a short trailer with all of you:
The game is a puzzle platformer with innovative gameplay, 30 levels and a lot of fun. The game is 100% finished but looking for sponsorship, but anyways we wanted to let you have a look.
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