TTLG Help Greenlight our free indie narrative-adventure game playing agent of Death! - by Yakoob
icemann on 10/8/2013 at 17:22
Awesome stuff. Best of luck with the whole thing. Hope you make a bundle of cash. Indie is all the rage these days. Nice little change to the days of old (the 80s) in some ways.
SubJeff on 11/8/2013 at 12:22
Nice one.
Yakoob on 11/8/2013 at 19:58
Quote Posted by icemann
Awesome stuff. Best of luck with the whole thing. Hope you make a bundle of cash.
Honestly, I'm not banking on it, and that's ok - it's never been about making money and it's a small, niche game really, so I don't expect much.
We literally decided to pursue monetization like two weeks ago after many people told us they were surrpised the game was free and they wouldn't mind paying a few bucks for it. So we figured, why not give it a shot?
That and we honestly reached a level of quality that surpassed my initial expectations for the game. Looking at other small / experimental games that did sell, like Dear Esther or Home, we figured we are actually pretty much at their level.
icemann on 12/8/2013 at 06:45
Well they say that good expenditure on games dev these days is 3/4 for marketing, and the other 1/4 for the other stuff (programming, design etc etc) in order to break even or do well money wise. It appears that you've got the marketing side down well, and the greater the knowledge of your game gets out there, the better the sales usually.
For Bipolar Game I did my best to get word of the game out there. Spammed forums, sent emails to various games sites (ign.com, RPS etc) with no luck really. Even went to a few actual games events in Melbourne and showcased the game off to try and get sales going. But after all that effort we only got around 20 sales (10 from in person sales, 10 only from Desura). Nearly got a deal with a small indie games company in Melbourne (The Voxel Agents, makers of the Train Conductor series) to further develop the game, but that fell through.
But the greater the spread of word of your game, the better the chance of good sales. Either way be interesting to see how your game goes.
I always went in with the thinking that if mine didn't sell then meh who cares, as it's good for my portfolio of games that I've done/been part of the making of. Also 3/4 of the fun (for me anyway) is in the making/designing/coding. The other 1/4 is from reading feedback and when the chance is there, seeing in person people playing your game and of their reactions.
In person feedback from questionnaire forms is often the best feedback you'll get 20 times over.
Yakoob on 13/8/2013 at 05:47
Well, for those desperate to throw money at us,
(http://postmortemgame.com/download) Pre-Orders just opened up with Variable Pricing! Get your Bonus Materials now, play on the 15th!
Quote:
On top of the free game, You get:
*
Extra Ingame Character - who is this mysterious lady? How is she involved?
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Bonus Materials- Concept Art, Wallpapers, etc.
*
Old Pixely 16bit Character Sprites - some people really liked them so we'll throw them in!
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Behind-the-Scenes Development Materials - early screenshots, concepts, design docs, etc.
*
DRM-Free! - we're going by the honor system - you support us, we support you :)
(
http://postmortemgame.com/images/postmortem-scythe-cut-extras-wide.jpg)
Inline Image:
http://postmortemgame.com/images/postmortem-scythe-cut-extras-wide.jpgQuote Posted by icemann
Well they say that good expenditure on games dev these days is 3/4 for marketing, and the other 1/4 for the other stuff (programming, design etc etc) in order to break even or do well money wise. It appears that you've got the marketing side down well, and the greater the knowledge of your game gets out there, the better the sales usually.
Very true, and that sounds about right as far as how much time I have been putting into thigns. And I do have few years in web dev and marketing + did a ton of research, so it wasn't a completely blind effort either.
But Postmortem is also a very different game from Bipolar. While there's definitely been an advent of adventure, narrative and experimental indie games, the market is even more saturated with puzzle games, so it's no surprise it's harder for you to break through. Wouldn't feel bad about it at all, and it's not like we're making bank ourselves either, or even expecting to.
gunsmoke on 13/8/2013 at 09:11
Heh, you're right smack next to Thief 4 in that PC Gamer! Congrats, man. Wish I had loot to throw at you, but I'll get around to snagging a copy soon. Looks cool.
henke on 13/8/2013 at 10:05
Quote Posted by Yakoob
Extra Ingame Character - who is this mysterious lady? How is she involved?
I see you buckled in to the Political Correctness brigade and made the new character black!
june gloom on 13/8/2013 at 10:21
Don't start.
faetal on 13/8/2013 at 13:00
The new character is Dethtoll, who refers to the other guests as "Hoopleheads".
I love that page Yakoob - really professional. Also, I think the extra character will definitely be a good incentive (especially if it's Dethtoll).
SubJeff on 14/8/2013 at 00:31
If it were dethtoll, he's a she, is black, calls people hoopleheads and so on...
... it would, legit, be the best special edition ever.