In December last year, I released my first game as an indie dev - Lylian: Episode One - and have learned a few things I should and shouldn't have done. But I'll leave that information for the post mortem. I made the game episodic so I could keep working on the story while the first episodes create a little revenue to help support the development. Aa business model I thought worth trying. Sales have been very slow, over Christmas the $1 off discounts have caused interest and sold a couple of hundred copies. But I've shot myself in the foot with the rrp of $5. Being an episodic I feel the price is right. But the problem is it doesn't create a lot of cash flow, and doesn't support creating further episodes. Among many mistakes, a major one is working on one episode at a time; meaning it's going to take some time to get the next episode out and create sales from it. If I released episode one when episode two was almost ready, then there's a short break in between. Of course another factor is, because Pixelpickle Games is a new company and the IP is new, no-one knows about it and it would need great marketing to spread the work. Anyways, I've been quite disheartened and my interest has drained because of the slow sales. I have other (smaller) projects that are looking much more promising so have been thinking of putting further episode developments on the shelf while I work in these fresh designs. Should I set these fresh ideas within the IP of Lylian, as in the characters and world (but different genres)? Should I just call quits on developing more episodes and do something fresh (including fresh IP)? Currently the IP is weak because it is relatively unknown and the debut title could have been better. But the IP can be stronger with better produced games and revolving a lot of games around one IP could grow a good community within them all... a franchise. Then again, "fresh is best" sounds like a good moto.