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Hello, I'm Aaron from Arrogancy Games; I created such titles as the super huge wonderful popular Angry Barry and last year's DBP finalist, AAG, among other things.
My main programmer is overloaded with work on our top secret huge project right now, which has left me free time to begin developing a couple of upcoming projects - a 2D ...
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I didn't even realize that the winners were announced until I came here. It seems to be getting less exposure across the web than last years; and the Top 20 thing seems to be the same as last year.
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[quote user="Kris Steele"]
My point though (even though I wrongly used Dishwasher as an example of a community game turned arcade) is that because of this, the overall quality of games on XBLIG goes down. A few of the games that were programed with the XNA framework that ended up on XBLA could really have done a lot to ...
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Exposure on video games sites helps with general awareness, but doesn't get many buys in itself really. Being linked on Yahoo's front page and Something Awful's front page helped me out a lot more than being on IGN's front page or talked about in Gamespot. The trick is getting recognition in the places that casual gamers ...
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[quote user="Pheel"]
Or Option 7, Creators haven't promoted their games. All of the other possible reasons you have absolutely no impact over.[/quote]
To be fair, a lot of creators ARE promoting their games; I see it. They just don't know how to do it effectively, which makes sense, due to lack of industry/marketing ...
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They are in a sense if they are limiting (proven) developers from creating games for it, whether their opinion is warranted or not.
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$22k is a very reasonable goal for XBLIG with 4 3 month projects.
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[quote user="RainbowDespair"][quote user="Captain Comic"]On the other hand Super Cow is one of the most professional titles and it apparently hasn't done well.[/quote]
I think it's important to distinguish that professional and enjoyable aren't necessarily connected. Supercow looks professional with its ...
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[quote user="Nick Gravelyn"]
That's pretty much all. If you feel anything in the article is especially true (or untrue), I'd be interested in hearing it. Though it all seems pretty sound to me having dabbled in both iPhone and XBLIG sales for games.
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It's pretty much spot on. The trick to real success, and ...
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[quote user="The Shape of Games to Come"][quote user="arrogancy"]
3) Size limitations, lack of gamer interest, content prohibitations, and pricing limitations are making it more and more unattractive to many indie devs for various reasons, yes. It's good for casual and app development as of now, though. ...