About time I did this
1) Name of company/game?
Studio Spektar / Viktor, a Steampunk Adventure
2) What were your expectations about developing a game and getting into the Indie game industry when you started?
Author wanted to make a huge 40 hour game with tons of minigames and a whole world of things to do. Unfortunately, drawing and brainstorming doesn't tire you out nearly as much as programming and making conversation trees etc. so we reduced our expectations.
3) Have your experiences aligned with your original expectations or has the reality been different?
Reality is much worse, every step of the way. But we still had tons of fun and I think we did a great job, under the circumstances.
4) Did you find promoting your games difficult?
That was, by far, the worst part.
5) Did you have a plan of how to promote your game? If so, what did it include?
Failed crowdfunding, tons of "pr experts" we tried working with, but they just didn't know how to sell a point&click adventure, big journo/streamer lists, promo pics, animations, copy writing etc etc.
6) Were there any specific lessons that you learned from releasing and/or promoting your game?
Aim at the USA market
Nepotism is important, meet as many superstars as possible
Forums are much better than social networks
7) What was your biggest challenge?
Actually getting people to buy the game
Any other advice, words of wisdom, or really anything else that you’d like to include
Start tiny, move up to small. Gather a fanbase before even thinking about a medium-sized project