Friday, September 28, 2012

How much does it cost to start selling your indie games?

Hello young developer! So you want to try your hand in the time honored tradition of making indie-games for dektops and mobiles, selling them to players and hopefully make a modest living?

No sweat! Microsoft, Apple & Google are here to help you! Just pay the following fees and you're good to go:
  • $99/year for mac app store.
  • $99/year for ios app store.
  • $99 (for a certificate) + $99/year for the windows store.
  • $25 for google play market (what a steal!)
For the low sum of  $421 (most of it recurring yearly) you too can make commercial indie games! Isn't that exciting?

Tuesday, September 18, 2012

Cardinal Quest 2!

Cardinal Quest 2 has now officially began it's crowd sourcing campaign on indiegogo! Go ahead and give it a peek, there is a free beta for you on the indiegogo page!

Saturday, September 15, 2012

Pakkuman's Defense now on iOS!

Pakkuman's Defense has finally been approved by apple and up on the app store!

Get it while it's hot! You can play the free flash version on its homepage, where you can also find links to pakkuman's defense on the android, amazon and blackberry markets.

Have fun,

Thursday, August 30, 2012

Testing Greenlight with Cardinal Quest 2

A lot of people asked me when Cardinal Quest is coming to Steam.

It seems like the answer to that is most likely "never", but feel free to vote for Cardinal Quest 2 on greenlight if you want to get that one instead!

Tuesday, August 21, 2012

New Release - Pakkuman's Defense (Android+web)

This is a significantly expanded and improved version of my Indie-Buskers game, Pakkuman's Defense: an action packed mix between pacman and tower defense!

Eat pellets & fruits to earn enough money to buy towers, which shoot the ghosts that are chasing you. This version includes a bunch of power-ups that appear on the level randomly as you collect the pelletes & improve either your towers or yourself.

This also marks the first mobile release of the game, debuting on android & coming to ios in the future.

Check it out, there is a web and an android version: Pakkuman's Defense.


Thursday, August 2, 2012

Why I will no longer buy games on steam or bundles

Since 140 characters aren't enough to fully explain the reasoning behind my recent tweet, here it is:

The idea of being independent is to not depend on publishers, and in the pc indie-games market Steam and Humble Bundle are slowly starting to wield the same powers that publishers do in the AAA world.

Basically, they are seen by many developers as a "get out of jail free" card - just get on Steam or HIB and you'll be swimming in the river of money in no time! Their powers are getting to the point where I think many developers consider "getting on steam" and "getting in a bundle" as a crucial part of their financial strategy.

That situation is just not good for keeping indie games independent. You just switch one devil for another. Instead of making games that you think you can get a publisher behind, you make games that you think will get on Steam or a bundle.

I must say that I believe they have not yet wielded their powers for evil. Nevertheless, I don't like the fact that they have these powers at all and could (ab)use them any moment if they wanted to. Who knows if they won't at some point get under financial (or other) pressure that might change their morals?

Personally, I don't want to bet on the good guys remaining good indefinitely when presented with great power.


Wednesday, August 1, 2012

About success, failure, and repeating the sins of our ancestors

Edit: upon rereading this article there is actually nothing here about success. Sorry! -Ido.

TeeGee of MoaCube recently wrote a very interesting article labeled Failure study: Rune Masters. Read it now, it's worth your time. In it he is analyzing the release of a game called Rune Masters by first time indie developer CodeDaemons that has suffered through some less-than-stellar sales.

I've been thinking of that article as I was getting ready to play a couple of games that have been on my backlog for a while. Two of these that I ended up actually playing were Shoot First, a shooter-roguelike (much more fitting of that label than its more famous evolutionary-cousin The Binding of Isaac), and the Lovecraft-themed horror-roguelike Infra Arcana.

I was much more interested in Infra Arcana, being a bit of a fan of the setting and the genre and somewhat averse to shooters. But even tho I was really eager to sink my teeth into it, I ended up playing a lot more of Shoot First instead. I think the reasons are mostly due to what I consider classic "roguelike sins", which Infra commits with much vigor and enthusiasm while Shoot mostly (but not entirely) avoids.

The first thing that Infra actually does quite well are the graphics, at least in-game graphics. The Lovecraft setting is a bit hard to get right graphically, since it mostly contains indescribable horrors, so how do you describe or show them? Infra very nicely utilizes minimalistic abstract graphics, a bit like classic-roguelike ascii-graphics in the resulting style but actually consisting of simple figures and objects rather than letters and symbols. It looks good and keeps plenty of room for your imagination to fill up with the unimaginable.

And what complements such graphics perfectly in a horror game? Creepy, instrumental music! Just enter "lovecraft" into and you'll come up with a huge list of perfectly suitable music for that theme. Naturally, Infra has no music. And no sound effects. And no effects of any other kinds either. Why would you forgo collecting the lowest hanging fruits in enhancing the atmosphere of such a gloomy game like Infra? They're not even low hanging, they've dropped straight at the developer's lap and they just shrug them away.

Onwards to the next classic roguelike sin - interface! This is what the menu screen looks like in Infra:

If it's a bit hard to figure out at that size, rest assured you're not missing anything. It's red text on a black screen in some fixed-width variation of Arial or some other equally plain font. The current selection is marked by being rendered as white text. And you can't select the menu options by clicking them (you can however press 'a', 'b', 'c', 'd' or 'e').

Oh, and none of these allow you to change settings such as full-screen/windowed mode. To do that you have to edit config.txt and restart the game (of course!).

Here is an in-game screenshot:

It's a bit hard to see the actually really awesome tiles and sprites (no sarcasm), but check out the HUD at the bottom: here is that fixed-width Arial font again in radiant green, red & teal on plain black background. Nice, right? Nothing makes you think Lovecraft more than teal, fixed-width, Arial. It goes without saying that there is no tweening or any other such graphical effects used in the game, everything snaps silently into position (which is actually alright with the tiny graphics).

How about input you ask? The game's maual (another txt file) lists 32 keyboard command in addition to the 8 movement keys (some of these are different cases of the same letter, e.g. r to reload wielded firearm and R to study texts). Needless to say the only way to access commands like save or exit is via such keys, as there is no in-game menu.

These are all pretty superficial complaints, but honestly it's not that hard to get them right and most players first impression will be harshly impacted by such seemingly trivial details.

At the same time despite its flaws, Shooter gets most of these right (even tho some keyboard controls in the menus are a bit strange and/or buggy) and that's probably almost enough by itself to make me much more likely to play it than Infra. It just feels much more like a game that had a lot of love & care put into it.

Anyway, this is all barley scraping the surface and goes into fewer details than I first planned, but this post is probably already the longest I have on this blog so I'll stop now. If you want to hear more about the subject of polish and feel I suggest you give the two following videos a watch:


Sunday, June 10, 2012

Cardinal Quest mobile is now out!

Cardinal Quest is finally out for iPhone, iTouch and iPad! Check it out on the App Store!

EDIT: it's now also out for Android on the Google Play Market!

Josh (who is responsible for the mobile port) is watching responses closely and preparing to address player feedback - for example, he is a big chunk of the way through the iPad movement update already.

So if you or anyone you know has an iThing, go ahead and give it a go - we'd love to hear your feedback!

Thursday, May 31, 2012

Auro Kickstarter is online!

As you might know, I've been working on a new game called Auro with Keith & Blake from Dinofarm games. There is now a Kickstarter up for it, so if you feel like it's an interesting and worthwhile project to support, just go over and give it a look! Thanks, Ido.

Sunday, March 18, 2012

New Game: Fuel

Without further ado, here is my 7drl 2012 entry - Fuel!

Fuel is an experiment in making a turn based side scroller. I think it turned out really well and am really proud of it :)

It was also made in only 7 days. Give it a try and tell me what you think!


Monday, January 23, 2012

What Have I Been Up To

As some of you know, for the past couple of months I've been working with Keith and Blake of Dinofarm Games on a new strategy game called Auro:

Although it sounds like a cliché, Auro is a strategy game that's easy to learn but hard to master. You only have three basic actions, and two of them share the same controls:
  1. Move Auro.
  2. Attack an enemy (by moving Auro into it).
  3. Use one of your skills.
The game's depth comes from the last point - skills. You start the game picking one skill, and each time you finish a level (there is no incentive to "clear" a level in Auro, you only need to get to the end) you get to choose another skill out of five disciplines (Ice, Elude, Guard, Impulse & Fire). Each skill also has a cool-down, meaning you can only use it once every few turns

Since each play session is comprised of ten random levels and each discipline has five skills, your "skill kit" is made of ten out of twenty-five skills (with n=25 and k=10, that gives us 25!/(10! * 15!) = 3,268,760 possible combinations).

The monsters also have their own skills, and although they sometimes differ from each other in some other minor ways, most importantly each monster type has different skills. Since Auro's normal attack is weak and the monsters outnumber him greatly, you can only win by picking and using the right skills against the current bestiary you're facing.

Since different combination of monsters require a different combination of skills to defeat, there is no obvious "best skill set" in Auro - a skill that might be helpful against an early mob of rats and spiders could be totally useless against a combination of slimes and throwgres.

"Infinite Diversity in Infinite Combinations" - Spock finds Auro fascinating.

Auro is meant to be fast and to the point - it doesn't waste your time with filler material and fluff. Every step counts, you are constantly making meaningful and interesting decisions, and if you're not careful Auro will end up dead and you will be the one who killed him.

To find out about the first two discipline trees in Auro, check out Keith's article on the Dinofarm Games blog


Indie Game: The Movie - Mixed Feelings

As the title says, I'm having some mixed feelings about the new Indie Game: The Movie.

On the one hand I'm looking forward to seeing it & am happy for the opportunity to see a glimpse into the lives and creative process of the interviewed indies, but on the other we have an almost two hour film about indie games that focuses on three extremely successful teams and their games:

Edmund McMillen and Tommy Refenes with Super Meat Boy, Phil Fish with FEZ and Jonathan Blow with Braid (was Notch not available?).

I admire all of these people (and had a blast talking to Edmund on Roguelike Radio) but the indie games movement is about more than just a handful of "super indies" and it seems (I haven't watched the movie yet as it hasn't shown in Vienna) that two hours would be long enough to cover a bit more ground than just the (rightfully!) really famous ones.

That said, I'm still happy this movie was made & will go out to see it as soon as I can.


Monday, January 16, 2012

Can't Play an EA/Activision/Ubisoft game due to DRM? Play Cardinal Quest instead!

In yet another report of rabid DRM, Ubisoft is once more preventing countless of their customers from playing the games they bought.

However, there is still hope for those afflicted!

Give me a shout today with the name of a game by one of the three big publishers (EA/Activision/Ubisoft) that you couldn't play due to draconian DRM and I'll give you a desura key for Cardinal Quest for free!

Needless to say, Cardinal Quest has no DRM on it whatsoever :)

Oh, and if you're not following me on twitter (I can only send private messages to followers) make sure you give me a way to contact you (e.g. email) so I could send you your key!


Wednesday, January 11, 2012

Cardinal Quest 2 - Now With 100% More Dogs!

Check out the exciting news about your future canine companions in Cardinal Quest 2 on randomnine's blog!