View Full Version : Who's got the smallest game (that still sells some)?
jankoM
01-26-2006, 03:22 AM
I wondered who here has successfully released some small games and is still able to sell them? What is the least you did - that someone still buys?
And because I somehow know what lakibuk will say I will just "future quote" him:
Now admit it jankoM: You are planning to make a 2 color 1 player pong and are looking for some successful indie projects to get motivated?
No, not 2 color. ;)
Sirrus
01-26-2006, 07:33 AM
Dope Farmer?
GBGames
01-26-2006, 07:55 AM
Now admit it....oh wait. It's covered already.
I imagine that Steve Pavlina's BrainWave, done in a matter of weeks, might be a good one.
Then again, Pretty Good Sollitaire by Thomas Warfield might be a better example.
I'm sure there are others.
However, it should be noted that even simple games might not have sold well initially if at all and were reworked over the course of years.
mahlzeit
01-26-2006, 09:11 AM
Pretty Good Sollitaire by Thomas Warfield might be a better example
How does that one qualify for small? It has 600+ games in it! ;)
Slay I would call small. Although I don't know how well that one sells.
Jack Norton
01-26-2006, 09:20 AM
With "small" you mean "quick to make" perhaps?
jankoM
01-26-2006, 09:32 AM
With "small" you mean "quick to make" perhaps?
Yes, but don't you now say every game with PTK ;) . I mean small in gfy content, levelsdesign, programing.... one that is quick to make... (back to yur definition Jack)
I allways thought that that solitare with 600games is huge.
GBGames
01-26-2006, 09:35 AM
600 games NOW, yeah. At the beginning, it had a handful.
arcadetown
01-26-2006, 06:41 PM
BLOX Forever (http://www.arcadetown.com/bloxforever/playgame.asp) by both measurements? Developed it pretty quick and the full version is a tiny 850kb (about 1.5mb with installer). Still pumping out good sales here almost 2 years later, did decent enough on BigFish and Miniclip also.
The original BLOX was 200 programming and 140 art hours that hired out. I made the sequel myself in 150 additional programming hours and 100 hired art hours. Making the level editor took 30 of that and was excellent investment as saved huge hours making 100 levels plus allowed levels to be a lot more creative. Developed with Flash and level editor in combo VB6/Flash. Saved huge time versus c++. Plus got online and downloadable versions from same exact source code.
850kb... that's no typo! 100 levels with all that art, music, very complex logic, animation, and full action upsell screens.
Also note: never ever determine your game's title in a 2 hour rush.
jankoM
01-27-2006, 05:13 AM
I imagine that Steve Pavlina's BrainWave, done in a matter of weeks, might be a good one. The way he described he did that (he did everything he needed when he needed) is really good if you want to (and if it is of size so you can) make something really fast and quick. In my experience.
Blox forever - is IMO one of puzzles that can be made relatively quick - also because it has a very good basic idea. It's very simple (put the same together - the gravity limits you) to tell (2 rules only) but you can do a lot of puzles with that. (I am trying to figure something like that out too with no success yet).
Another that I would imagine that was "quick to make" is Neko puzzle. If I am not wrong levels even are computer generated?
There is also Robotron (or what was called that smallish Ultratron daddy ;)?) and Frenesia. But of course I don't know how those two sold.
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