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Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.

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Release Something: Gotta Go Fast!!!

@Deltree
author=pianotm
Interestingly, my attention seems overtly drawn to the girl panting in the background.
Same here, it looks more like she is doing a Miley Cyrus impression while her right arm inflates and deflates periodically. Other than that, UI effects are fantastically juicy!

Release Something: Gotta Go Fast!!!

author=Kylaila
The druid factory has a nice build-up

These aren't the druids you're looking for.

Is Hero's Realm worth remaking commercially?

Haha well one of the benefits of being an all-around swell guy is that you've got a threadful of people willing to do data mining for you just because we like you and your games, so I'd say it bodes well for your crowdfunding and viral marketing prospects.

That's the indie magic: crowdsource parts of your production cycle! (like Aedemphia managed to have a pretty darn decent crowdsourced OST; compared to that, marketing and management shouldn't be too hard??)

Is Hero's Realm worth remaking commercially?

author=hedge1
a big success can and does give people that opportunity to pursue game making for a career...assuming they manage their windfall properly and don't just spend it all.
Definitely! But for every Kan Gao or Jon Blow, there are dozens of Aldorlea and Wadjet Eye living off a catalogue of moderately-selling games. Plus, it's the model that allowed someone like Jeff Vogel to survive before indie games were even a thing, so I think it's a better bet to get you through the wild fluctuations in visibility the market is likely to undergo (not saying the -pocalypse word because people say stupid tings).

Still, kentona, I'm quite sure that given the community and the interest in your previous games, you'll get 5 digits out of it (eventually, not sure how fast, though success is rather often decided pretty soon).
As for the 6th digit (or whatever is enough to quit your day job) I don't know - though as others point out, it's not impossible if stars align, and you don't mind being back to cup noodles for a bit (or you have savings, or a good Kickstarter).

NTC3> Interesting points. It would be great to have the real numbers - Skyborn was in at least two bundles as far as I can remember, from which it can expect more like 15 cents out of every purchase. And it was there before there were bazillions of RM games on Steam, I think. But still, that doesn't quite invalidate your point, even if the effective price is much lower it is still a success - though it would be at least as interesting to understand what happened to games that did not succeed as well.

Anyway lots of data and stories to be found around the interwebs (if you look in the later pages, there's even an ASCII roguelike that made 30k, so everything is possible I guess?)

Is Hero's Realm worth remaking commercially?

Thanks for trying to avoid marketing language, it is inordinately grating to just about anyone except the person who wrote it ;)

I won't pretend to be an expert, but from reading tons of post-mortems and actual sales numbers on r/gamedev:
In terms of how much money you can expect - honestly, $1000 or so, unless you target a niche or create a community around your game(s). If you do so - and RMN may well count - you can add another 0. Kickstarter however can give a good headstart if it works.

Indie people who actually live off their games mostly do so by creating a whole portfolio of games which keep on selling for a while - if you have ten games out, each selling thirty units for $10 each per month, you've essentially made it. And if someone likes one of your games, they will buy the others, so you're demultiplying the effectiveness.
The number of indie people who live off a single game is negligible, it doesn't work even for the big successes (like, say, being #1 on the App Store).

author=Ratty524
Personally I'd also lead off with the "In a fantasy world in peril..." paragraph before the other stuff, because ultimately, players are going to play a game to experience some kind of story or narrative. The mechanics are secondary.
RPG Maker game on Steam/KS + generic narrative, I really wouldn't recommend that.

Start with what's unique - the four parties, the management, distillated in a slightly more incisive sentence - then have the rest for the retro flavor. If you repel people with your first sentence, you're toast. I know I wouldn't buy HR for the demons, but I would for the 4-party tactical stuff.

In any case, best of luck! I really hope that you succeed :)

Tallest-Reed

Haha don't worry about the characters, I just love to hate them :P No seriously though, most of them are flawed in interesting ways, it's just that I would never put up with them the way Reed does. But perhaps this is justified down the line!

As for the balancing, I had moments of desperation like this when playing Star-Stealing Prince and I did finish it in the end, so don't put too much weight in my ramblings. I maybe just overdosed on battles in the forest and need some rest (it's a personal thing, I'm not much into games where battle tactics are straightforward and the difficulty comes from attrition; could never play a dungeon crawler for long for instance)

The usual cop-out would be to have an Easy mode for people who'd like to know the rest of the story (which I absolutely do) without becoming the nemesis of the WWF, but yeah maybe gaining some kind of equipment after that three-part fight would help, since everything became more powerful except my guys.
Alternatively, some way of reattributing skill points in case one gets trapped like kumada and I? I need to spend at the very least 200-250 SP on each random battle I get in, or I get mauled, and I don't get two weak sorcery potions out of it - so apart from grinding or avoiding all fights, I feel like I might be screwed, but it might be because I upgraded my Power attacks too soon?

Tallest-Reed

So, 2 hours on this already and enjoying this alot.

But after the (already quite intense) triple boss fight with random angry people then birds then suddenly-a-troll (the whole thing depleted roughly all my potions), it seems like every new enemy is simply impossible to beat except by spamming 60-sp skills, and I actually feel so much weaker than at the start of the game.
A little too much mowing through endless wildlife for me so I'm making a pause, will pick up the game again later.

Still, absolutely loved the little bits of narration everywhere and during battles, in particular it really made the fishing part far more enjoyable than your baseline "go fetch X things" MMO quest. Dialogues are brilliantly written, even if they made me hate most of the characters :D The lack of a strong thread (the hero mostly reacting to other characters being generally bullheaded or downright suicidal) didn't help get me through the increasingly battle-centric experience though.

Anyway, I complain a lot because I was sad to have to put this down for a moment, but clearly it has its audience as is, and the parts that I liked I really liked. Glad to see you making such great stuff!