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1411129 Posts in 69302 Topics- by 58377 Members - Latest Member: TitanicEnterprises

March 13, 2024, 07:59:20 PM

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1  Player / General / Re: does anyone read the dev logs? on: March 15, 2020, 02:22:54 AM
Most devlogs have the quality of a student project. There, I said it. I'm culpable, as well.

We're crowded, that's all. Rarely do you get something interesting or visually appealing. Some people make generic games. Some people openly clone other games. Most of the time it's somebody's first project they have no business in sharing. Or worse yet - they're trying to start a business, but everyone can see it's doomed to fail.

Oh and there's a special place in hell for publicly traded stock companies trying to promote their shit. I'm talking about companies under PlayWay's money umbrella.


I open about half of the devlogs. Usually there's nothing to say.
2  Community / DevLogs / Re: Night Reverie [Top down Puzzle/Adventure Game] on: March 15, 2020, 02:22:39 AM
Love the art and the atmosphere!
3  Community / DevLogs / Re: Burn Me Twice - Death is only the beginning [Adventure game] on: March 11, 2020, 02:26:05 AM
I like that your only progress report so far is about hat physics. :D

But do show the gameplay!
Is it like the book of unwritten tales?
4  Community / DevLogs / Re: Breakneck City - 3D Beat 'Em Up! on: March 11, 2020, 02:24:39 AM
Oh! Love it!
That tiny shake on each punch makes a great difference.
5  Community / DevLogs / Re: MoonQuest on: February 26, 2020, 01:29:15 AM
What! No way Shocked

Congratulations!

This devlog was one of my main inspirations. A great project, well- documented! I can't believe it's over.
It's so strange.
6  Community / DevLogs / Re: Mars Power Industries Deluxe - mystery puzzle on: November 03, 2019, 11:55:20 PM
It's done!
You can finally see what the fuss was all about!


https://store.steampowered.com/app/977230/Mars_Power_Industries_Deluxe/

There was so much last minut bugfixing and tiny changes it broke my heart...
7  Community / DevLogs / Re: Mars Power Industries Deluxe - mystery puzzle on: October 18, 2019, 02:01:18 AM
Let's talk about finishing games.
Number incoming!

It took us 10 months to make Mars. With a big update at the end.
We're close to the anniversary now and I'm still working on the game, why?

Work that goes into the game:

40% is actual game making. Code & Art & Sound.
40% is marketing, trailers, gifs, SEO, uploading builds to stores. Preparing art for all the different uses.  
20% is support and bug fixing.

What's the outcome?

I'll just share the iOS data, the rest I'll prepare for a proper post mortem in like a week.
Mars sold 25k copies over the year.
We got $17k from sales.
See for yourself!


Little peaks are various features.
Grand peaks are our efforts.

How good is that?
Kinda bad, it's good pocket money, but...
Divide 17k by 4, lose 25% on taxes and you get...
$3k per person for year. And we've been working for a year.

If we were hoping to sustain ourselves solely on this we would starve.

You saw that 40% of work on this game is marketing etc. Reaching out for opportunities.
One thing we did was make a DELUXE edition. Put it on Steam. It's been gathering wishlists!
Deluxe means more levels and more music etc.



See that grand peak?
That's where we finished the steam game page. Got the proper tags and promotional materials done.
The lesson here is that you need to have all assets ready and done for the page on day 1.
You get some eyes there.
And if you can do proper SEO on Steam, you'll get 40 wishlists per day.
Commercial games average 200 per day.

See that drop after the grand peak?

That's when the Steam's "recommended" algorithm changed. And all indies were hit.
Everybody suddenly lost half or more store page visits.
In our case, because we are not released yet, we lost 80%.

We sit at 400 wishlists right now. That's bad.
Day 1 you sell 20% of these wishlists.
Day 7 you sell 50% of wishlists.
Over the year you sell 400% wishlists.

Looks like our grand premiere on Steam won't be as successful as it was on iTunes.
But we will try our best, not all cards have been played yet!

At least it's a very good learning experience,
I can tell you that putting games on Steam is hard and doing it well is very difficult.
The amount of work around these games is OH MY GOD...

There's a Switch version coming.
Unfortunately  we've had huge problems with our console publisher, as is common in this industry.
Lessons here:
- Read the contract thoroughly.
- Make sure the publisher has penalty fees for them being late or not delivering what's written in the contract.
- There are many many many publishers who want to exploit you. Most of my colleagues in the industry with their indie games have been exploited by sleazy publishers. Such publishers promise to hire artists for new art but they never deliver. They just want to take a slice from a successful product with no investment.

Based on our experience and knowledge of this industry - you probably don't need a publisher.
If one comes to you... that means your game will sell by itself. And the publisher won't do anything for it.
If the worst comes, you will have to do the publisher's job on your own and you will HAVE to share the revenue with them. Alternatively, some games were just shelved for years. Beware!

Now, you might need someone to do marketing and all that stuff.
 I'd suggest hiring or sharing revenue with a PR person or an agency. They are much more useful than publishers. We live in the times when the consumers decide what's popular, not publishers. Internet posts, gifs and videos are much more important than contacts with journalists or whatever resident consumers the publisher might offer.

Okay, that's all of my thoughts for now!
I'll be back with more informational posts what I've learned, and most importantly, what I wish I read here on this forum 6 years ago.

Please wishlist the game!
https://store.steampowered.com/app/977230/Mars_Power_Industries_Deluxe/
8  Community / DevLogs / Re: Mars Power Industries - tiny puzzle about humanity's limits. on: September 29, 2019, 02:00:25 AM




We're on Steam, for real!
So we got contacted by a publisher to prepare a deluxe version for Switch and PC/Mac/Linux.
A year later it's ready! With more levels and more mechanics etc.

We kept this a secret. A special new trailer is coming, seems like everyone will be surprised.  Smiley

2 weeks to the GRAND PREMIERE!
Wishlist the game!
https://store.steampowered.com/app/977230/Mars_Power_Industries_Deluxe/
9  Community / DevLogs / Re: Moonflight - pixel art spook-em-up & witch dating sim on: August 14, 2019, 12:00:27 AM
Oooh this looks real nice! Shocked
10  Community / DevLogs / Re: Winter Falling: Survival Strategy on: August 01, 2019, 07:42:02 AM


Okay so the prototype is done!
You can now officially survive the undead siege!
And as it's styled after the show....
You can defend Winterfell better than Game of Thrones screenwriters could :D

https://rarykos.itch.io/winter-falling
11  Community / DevLogs / Re: Winter Falling: Survival Strategy on: July 27, 2019, 06:02:54 AM
Wow, I wondered how I'd missed this because it looked so polished I thought the devlog would be quite old, but it's super recent? Screamy

Did you just wait for a while until you posted, or did you do this very fast? The art is so nice and cohesive!

I haven't watched it, but based on what I see here, gonna guess the shitstorm was about Game of Thrones?

Hey great to see you here!  :D

Yeah, not really, I started this project in early May, took me 3 months to this release state!
There's only 3 levels and it's a simple strategy game, but I'm proud of it ^^

Aahhh thank you very much!  Waaagh!



Tonight I released version 1.0!
https://www.newgrounds.com/portal/view/735383

12  Community / DevLogs / Re: Winter Falling: Surviving the undead siege WITH TACTICS! on: July 25, 2019, 12:14:13 PM
Whelp, I'm almost done!

The game is almost ready.
I've added a morale bar, a strength indicator, more interesting orders.
I'll write a more interesting write up tomorrow or the day after, it's been a journey and it needs archiving!

For now please enjoy the new & improved gifs. The game is actually fun now!

13  Developer / Design / Re: What gamewriting tools / techniques do you use? on: June 20, 2019, 12:59:30 AM

Scrivener and Twine to be honest!
Still, nothing beats pen and papers for the beginning.


It just is way more different and way more time-consuming. With a million tiny tasks that prose or film writers don't worry about.

14  Community / DevLogs / Re: Modest Hero on: June 19, 2019, 12:32:52 AM
Oh that looks both cute and quite creepy!
15  Community / DevLogs / Re: Winter Falling: Surviving the undead siege WITH TACTICS! on: June 16, 2019, 11:45:48 AM
Okay, I'm back at it, the time is perfect to start finishing this!


There was a change in design here.
Originally I had wanted to make one time orders and a game that runs fast.
But these orders were too difficult to implement correctly.
"Retreat inside the castle" was just too complex an order.
So I have changed it to a single Move command. Very much a cross between RTS and board games now!

And the dragons are in!



Still need to fix some problems with the enemy strategy.

I've added the command to move each unit individually with a timer, kind of like Memoir '44 mechanic.

As you can see, the dragon strikes boost morale of nearby units. As you would expect!
And the battle is too easy now...

Also, it turns out there will be some interesting ways to beat the undead.
I'd love to see what strategies people come up with!

If you'd like, you can follow the progress on the development discord!
 https://discord.gg/2JRjkku
16  Community / DevLogs / Re: Winter Falling: Surviving the undead siege WITH TACTICS! on: May 31, 2019, 04:54:12 AM
Wow! Wanna play this game. Will there be a PC version?

Yep!
It's for webGL so everyone can play it!

Yo, I really like the cavalry charge! Pretty cool simulation, how your frontrunners charge past the laggard before realizing, in shock, and returning to his aid. Interested to see more behavior like that.

Do you have to kill the king with the timer-bubble to end the siege?

Yeah that's awesome!
Well, there's actually a second phase when the timer runs out!


What's happening now, recent hospital news made me go offline for a week, and progress is stopped for the next week...
17  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: May 27, 2019, 12:09:32 AM
Oy you're still on this !
That's awesome!

I love how the game has expanded since I last saw it.
Such a funny feeling.

Anyway, I'm writing because the last gif is a bit epilepsy-inducing
Maybe you could limit the range of these flashes, to less screen area?
They could stick around for 2 frames more and be more solid, but they wouldn't make me dizzy! 

My friend is making https://store.steampowered.com/app/846030/V_Rings_of_Saturn/
Maybe you can steal some ideas!  My Word!
18  Community / DevLogs / Re: Winter Falling: Interactive Battle (tactics game) on: May 26, 2019, 10:27:41 AM


Implemented the cavalry charge!
And heroes can be embedded to cavalry units!  Coffee

Go go little dudes!
19  Community / DevLogs / Re: Zealot - Brutal action / adventure game, inspired by Slavic mythology! on: May 25, 2019, 11:43:22 PM
Mmm candle people! :D

But seriously, the palette and the atmosphere match well, seems like a fun game!
It WAS a while since I played Diablo...
20  Community / DevLogs / Winter Falling: Survival Strategy on: May 25, 2019, 03:20:58 PM
Hey guys,
So I saw the show and the shitstorm on the internet about that one popular fantasy series.
I kinda liked the battle, so I thought I'd like to fulfill my fantasy to command it!



I think this is mostly about little dudes fighting on a map. Of course they need health bars and all that good RTS stuff.

Genre: Survival Strategy
Playtime: 1-h
Platform: WebGL
Engine: Unity

In this prototype i'd like to ask you one simple question:
Can you defend Winterfell better than Game of Thrones screenwriters could?

PLAY HERE : https://rarykos.itch.io/winter-falling





You will be placing units and making tough choices!
Coming up with strategies...




..and watching them fail!





And there's a morale system in the game, of course there is!



So that's that.
I was working in secret, taking time off work to do this instead.
It's growing to be a fun project. With different possible strategies.



If you'd like to see how it grows, on a more regular basis ion the development discord:
 https://discord.gg/2JRjkku



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