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Belated Official Release Post
- Darken
- 09/24/2017 11:05 PM
- 1493 views
Forgot to mention on here, but this game is now officially available on Steam!
http://store.steampowered.com/app/596390/Over_My_Dead_Body_For_You/
This was a huge collaboration (5-man team) for what is effectively a simple game, I've mainly served as an Art Director and Level Designer. It's been a lot of work putting this game together and there are a lot of things I wish got into the final build. But a lot of the level design I wanted to express in the extent of the game is largely intact. I'm happy with the game but the process has been exhausting. I'll probably do a post mortem on the game some day to air my thoughts completely, but that'll have to wait.
Honest thoughts about Early Access: It's highly recommended if you've never commercially released a game before regardless of what genre your game is. Think of it is a soft launch where ironing out the bugs while gaining a motivational push for that last 10% of content that needs to be made. It is not an alternative to funding from the ground up. Unless your game is able to spread word of mouth ala being a sandbox/roguelike game you're better off with better means of funding. As for sales, it seems relatively the same on official launch. But there is a bump from people that tend to go "ehhh I wait til the game is finished" instead of the early purchase. As a first time commercial release I'm glad we used it.
Personal thoughts: I'm mainly posting this to say that I'll likely be focusing a lot of my free time on a solo-made rm2k3 project. I've tried so many times to finish projects in the rpgmaker engine that weren't just game jam one offs, but I think recent events in my life have spurred me to get better at completing projects. The next task is ambitious one: An RPG. I'd like to complete one before I die. But you probably won't hear much about it til several years. Toodles.
http://store.steampowered.com/app/596390/Over_My_Dead_Body_For_You/
This was a huge collaboration (5-man team) for what is effectively a simple game, I've mainly served as an Art Director and Level Designer. It's been a lot of work putting this game together and there are a lot of things I wish got into the final build. But a lot of the level design I wanted to express in the extent of the game is largely intact. I'm happy with the game but the process has been exhausting. I'll probably do a post mortem on the game some day to air my thoughts completely, but that'll have to wait.
Honest thoughts about Early Access: It's highly recommended if you've never commercially released a game before regardless of what genre your game is. Think of it is a soft launch where ironing out the bugs while gaining a motivational push for that last 10% of content that needs to be made. It is not an alternative to funding from the ground up. Unless your game is able to spread word of mouth ala being a sandbox/roguelike game you're better off with better means of funding. As for sales, it seems relatively the same on official launch. But there is a bump from people that tend to go "ehhh I wait til the game is finished" instead of the early purchase. As a first time commercial release I'm glad we used it.
Personal thoughts: I'm mainly posting this to say that I'll likely be focusing a lot of my free time on a solo-made rm2k3 project. I've tried so many times to finish projects in the rpgmaker engine that weren't just game jam one offs, but I think recent events in my life have spurred me to get better at completing projects. The next task is ambitious one: An RPG. I'd like to complete one before I die. But you probably won't hear much about it til several years. Toodles.
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Congrats Darken!
Looking forward to this!
Not a whole lot of people here, have had this incredible opportunity:
Like, getting your game greenlight on steam, and then finally being able to actually finish it - this may not seem like much to the uninitiated, but to those not very familiar with the process, this was probably a huge undertaking.
So, it'll be really interesting to hear what your are thoughts on this - especially what the day to day experiences were like, during game development, especially when you're working on a team.
Really looking forward to this.
Again, congrats Darken! ❤
This was a huge collaboration (5-man team) for what is effectively a simple game, I've mainly served as an Art Director and Level Designer. It's been a lot of work putting this game together and there are a lot of things I wish got into the final build. But a lot of the level design I wanted to express in the extent of the game is largely intact. I'm happy with the game but the process has been exhausting. I'll probably do a post mortem on the game some day to air my thoughts completely, but that'll have to wait.
Looking forward to this!
Not a whole lot of people here, have had this incredible opportunity:
Like, getting your game greenlight on steam, and then finally being able to actually finish it - this may not seem like much to the uninitiated, but to those not very familiar with the process, this was probably a huge undertaking.
So, it'll be really interesting to hear what your are thoughts on this - especially what the day to day experiences were like, during game development, especially when you're working on a team.
Really looking forward to this.
Again, congrats Darken! ❤
Pages:
1