Looking back on the year, it's been a fun ride, but difficult. I've learned more than I ever thought was possible and through the process of learning realized how little I know about game development and design.
I enjoy it but it IS exhausting. I love learning so being an indie is incredibly fun, but it takes a continued effort to not succumb to Analysis Paralysis. There are hundreds, even thousands of things to learn and all of them are applicable to game development, and I've noticed that unless I have a specific plan, it is easy to get overwhelmed. I like to keep things organized with Trello, a simple interface for keeping checklists, and I highly recommend it.
So let's take a look at End of Year info, a look back at 2013 and forward to 2014.
End of Year Finances and Statistics:
So I haven't quite broke even yet. SBX: Invasion was released November 1st, 2013 and has had 1 minor update so far.
During the first 2 months SBX: Invasion has:
- Sold 31 Copies across all portals and made $61.11 USD.
- Been the feature of 7 Youtube Videos by fans and reviewers.
- Been reviewed in 8 articles.
- Had 25 demo downloads (Demo released later on in December- derp)
- Been played in an indie game stream alongside some other great indie games.
A look back at 2013:
- I finished a game! SBX: Invasion was a long process. It started out as a terrible entry for the GMC Winter Jam in January 2013 and took a lot of love and revision to get it to a moderate state on release.
- Iteration. The game got significantly better after release, and update 1.2 coming in January should improve the flow of the game and address some issues that people have with the game. Feedback has been critical to the game getting better.
- The core idea. People have enjoyed the base idea so far and feedback has been good on the games core gameplay.
- Attended all the Boston Post Mortems since I moved here. I've met so many amazing people at the BPM (the local IGDA chapter) and it's been a phenomenal place to learn about other indies, meet local developers and aspiring devs and be a part of one of the best communities out there. If there's a local IGDA chapter in your area, go to it! And if not, start one!
- An earlier demo. I released the demo a month after release. The feedback from Feedback Friday would have been good to get earlier before release.
- More polish before release. I ended up releasing the game immediately after I finished the art rework but I could have spent one or two more iterations on polish before pushing it out. That said, there is a balance between forever polishing and putting it out too early. I was sick of the project and burnt out when I released it, but also, the feedback post-release has been great and very useful.
- A better promotional video. I might spend some money to get a really good promotional video made. I had to learn video production myself in order to make the promo video, and as I AM a video production noob, the video looks like it was made by a video production noob.
- I had no advertising budget. Something I will do moving forward is budget a specific amount of money for advertising. The biggest problem right now is lack if visibility.
- Thinking about target market from the beginning as well as monetization. The game falls loosely in the tower defense genre. Well tower defense games are traditionally free flash games, so trying to find places to reach the target market has been a challenge. If I released a free flash game or an iPhone game it'd be easier, but for a pay to play PC game, it's been a challenge.
A look forward to 2014:
- New Movement System! No longer will you bounce off walls and turn around. The movement is more floaty and feels a bit more like you're flying a space ship in space.
- Better Visual Feedback. Things that aren't super clear like resources gained from enemies will now be noticeable in the GUI.
- Refined Graphics and UI. I'm not the world's most amazing artist sent from the heavens to awe mankind with my creative genius, but I have put together some new art for the UI to make it a bit more refined and cohesive. I've consolidated fonts, textures and am reworking a lot of the UI art.
- More compact Tutorial. I'm going to combine a few more things into the Tutorial and open up the next few levels to be less streamlined and a bit more free form. The result will be that the tutorial is slower and more tedious but the levels after will open up quicker and be faster paced. I may even make the tutorial optional for new players.
- New Voice Acting (possibly). This one is tentative, but I'd like to redo all the voice acting with a real person and some effects run over it.
Best of luck in 2014 Jason and grats on releasing the game.