princec
03-27-2005, 06:07 AM
In my "cold harsh light of day" thread which has attracted so much attention there's been a few comments about Puppytron and how it ain't worth $5 and I could write it in 2 minutes in BASIC etc. etc. and the controls are impossibly hard blah blah and there's no content moan moan.
I must explain!
Puppytron was a cunning experiment. It was my "how little effort can I put into a product for how much gain?" It was to me what Brainwave is to Dexterity.
It took about 2 weeks to code, and a further 2 weeks to tune, although in reality it was less than that as it was a part-time job. So far, it's our best selling game, and people who buy it, appear to buy it just because they like it, black background and windowed mode and all. To date it's been our best selling game (over time).
It's strange how quick people are to point out all its flaws whilst ignoring the possibility it's actually a total success. We're going to try another experiment with it soon which is to put a background in it and another quick polish, and double the price - to the same as Brainwave no less - and see how that affects profit.
This minigame format is just excellent for this kind of indie experimentation and it's what makes me want to do what I do. We get creative freedom but we don't have to invest too much into the products. And it also... gasp!... seems to be a niche that is not filled!
We're some way through Puppy Invaders Deluxe too, which to date has taken about a week to code/paint and will probably take another 3 to finish. This time we're going straight for quality up front as most of the efforts in the first game don't need to be duplicated (shared codebase). If this weren't a hobby we'd have 10 of these games up by the end of the year.
Cas :)
I must explain!
Puppytron was a cunning experiment. It was my "how little effort can I put into a product for how much gain?" It was to me what Brainwave is to Dexterity.
It took about 2 weeks to code, and a further 2 weeks to tune, although in reality it was less than that as it was a part-time job. So far, it's our best selling game, and people who buy it, appear to buy it just because they like it, black background and windowed mode and all. To date it's been our best selling game (over time).
It's strange how quick people are to point out all its flaws whilst ignoring the possibility it's actually a total success. We're going to try another experiment with it soon which is to put a background in it and another quick polish, and double the price - to the same as Brainwave no less - and see how that affects profit.
This minigame format is just excellent for this kind of indie experimentation and it's what makes me want to do what I do. We get creative freedom but we don't have to invest too much into the products. And it also... gasp!... seems to be a niche that is not filled!
We're some way through Puppy Invaders Deluxe too, which to date has taken about a week to code/paint and will probably take another 3 to finish. This time we're going straight for quality up front as most of the efforts in the first game don't need to be duplicated (shared codebase). If this weren't a hobby we'd have 10 of these games up by the end of the year.
Cas :)