Category Archives: Thoughts and Opinions

Madness: Project Nexus 2

Hay guys. Do you remember Madness Combat?

Well, Krinkles and The Swain are working on a new Madness game, and it looks like a huge step up from their previous one. Check out the trailer:

I usually don’t like promoting Kickstarters, but I make exceptions for developers who have helped me out, and the Madness Combat series has been a huge inspiration when I started animating. If you guys remember, my earlier games and animations were pretty violent, and some of my very early animations copied the whole floating-arms style. So now you know why. Back when I started, Madness was the coolest thing on Newgrounds.

Anyway, if you were ever a fan of the series, or just want a good game to play, you should chuck some coins their way on Kickstarter. They’ve got 2 weeks left and still need a little push. $15 will get you a copy of the game.

Project Nexus 2 has already been Greenlit on Steam, and the guys behind the series have a long history of successful projects, so I’m sure this will turn out awesome too. Either way, I think they deserve something for all of the free content they’ve created over the years, and I’d like to see where they can go with this.

EBF4: Steam Sale Results

Yesterday, Epic Battle Fantasy 4’s group won the Community’s Choice vote on Steam, meaning that EBF4 and the other games in it’s group were selected for a huge discount lasting 8 hours, and featured on Steam’s front page. It was smart of Valve to bundle EBF4 with Final Fantasy 7, as fans of FF are very likely to enjoy EBF too, so I got a chance to leech some players from a very popular game series! 😀
votechoice1This little bit of luck turned out to be huge for me, because in just 8 hours, the total number of people who had bought the game on Steam had almost quadrupled!

So I’ve got a huge number of new players, many of which probably won’t even have heard of EBF before, and the response from them has been pretty good. Besides a few technical problems, no one’s told me that they hate the game. So that’s cool.

Sure, many players who buy games in Steam sales won’t actually end up playing those games, but that’s fine, it still works out to a lot of extra fans (and cash!) that I wasn’t expecting.

I’m not sure how Valve decides what games get featured, but I do know that not all of them get a chance, so I must be doing something right. (EBF4 was also featured on the front page in Europe, the day after launch)

So it looks like I’ve got a good future ahead of me on Steam, and hopefully getting a game through Greenlight won’t take 6 months next time! 😛

Steam is now my primary source of income (with Kongregate premium sales being second), and what this means is that I’ll definitely be focusing on larger games with paid content, rather than completely free web games. But I’ll continue to make free web versions too.

And yeah, I’ll probably make EBF5… someday.

So Good They Can’t Ignore You

Just finished reading So Good They Can’t Ignore You by Cal Newport, and his career advice mostly lines up with my personal experience.

The book’s advice for finding work that you love is to build up skills through years of *deliberate practice*, until your skills are rare and valuable enough to afford you control over your work. Being good at something and having connections will give you more opportunities and make your work feel more meaningful.

It tries to debunk the idea that boldly following your passions will lead to satisfying work. That approach won’t work if your skills aren’t valuable enough to support you, or earn you enough autonomy to enjoy your work.

“Working right matters more than finding the right work”, as the author puts it. The most interesting and rewarding work lies at the cutting edge of your field, where there’s room for new innovations, and plenty of consumers looking for those innovations. But to get there you need to have a strong knowledge of what you’re building upon, and you’ll need to be able to specialize in a small area that few others do.

Anyone who follows the indie game development scene will know how many new developers fail to make a living off of their passion, because they jump on the bandwagon without enough experience, or with unreasonably high expectations.

In my case, I didn’t consider doing game development full time until I was consistently making good money off of it, and it took me a long time to get there. Before that I spent a lifetime on learning how to draw, 7 years playing around with Flash and animations, and 4 years getting a software engineering degree – and not getting paid for any of that, but instead gaining skills and reputation. At first the effort wasn’t deliberate – game development was only a hobby – but after highschool I became more serious about looking at career options, and started measuring my progress and setting goals.

As I’ve learned recently, the most useful skills were often the ones that were the toughest to learn. I didn’t endure through University because I enjoyed learning about design patterns or project management, or because programming was my “passion”; I did it because I wanted some valuable skills which would make me a better game developer, or at least get me some other job if that path didn’t work out.
(Though I did begin to enjoy University once I gained control over my 4th year projects, which was only allowed because I had plenty of game dev experience by then.)

For a while, I became complacent with developing medium-sized web games, and stopped making an effort to improve my skills, opting to stick to what I knew and what was easy for me. Luckily, the market for web games started to shrink, and I was forced to look at the long-term viability of my career. I started looking at developing games for other platforms, including mobile devices and Steam, and although the process of adapting was difficult, I’ve gained a ton of valuable experience as a result, and feel more confident than ever. I’ve begun to make an effort to network with other game developers, to do more research on current market trends, and read boring textbooks. Most people never see the work that goes on behind the scenes.

Anyway, I think the main message to take away is that if you’re comfortable with the work you’re doing, that means you’re not challenging yourself enough, and you probably won’t get to where the most satisfying jobs are at. You should always take time off from being productive and instead squeeze in some time for research and practice, and concentrate more on what you can offer to the world, rather than what the world can offer to you.

Anyway, enough ranting from me.

Tidying Up After Steam

Yo, it’s almost been two weeks since EBF4’s Steam launch, and things have been kind of hectic, but they’re calming down now.

Here’s some of the stuff I’ve been up to:

• Dealing with technical problems for customers.
There’s not been very many people with problems, but it only takes a few to become annoying. And there’s still a few issues that I have no idea how to solve. I’d rather give out refunds than deal with this stuff, but Steam doesn’t let me do that personally. D:

That’s another reason why I don’t want to release the game on Mac and Linux. It’s hard enough for me to help out people on Windows! Imagine trying to do tech support for operating systems you’re not familiar with… hah! I’m not going to put myself in that position. Nope. No way.

• Fixing bugs.
There’s not been a lot of serious issues, but there’s still a few things that I’ve had to fix, including one broken achievement. I’ll be updating the game within a day or two with these fixes.

• Giving out free copies.
I’ve given out over 500 free copies of EBF4 already. To YouTubers, Fan artists, reviewers, and people like that. But the biggest chunk went to groups that do game giveaways.

• Reading reviews and watching Let’s Plays.
It’s interesting to see what people think of the new content, especially those playing on Epic difficulty. It was supposed to be incredibly hard, but perfectly managable if you use some strategy. And that seems to be more or less what people are reporting.

• Looking for other distribution platforms.
Good Old Games turned me down because they felt that EBF4 wouldn’t sell well, since there’s already a free version. Fair enough. The Humble Bundle guys seem to be more interested in the game though, and it should show up on the Humble Store sometime soon.

I’ve also been contacted by a few of the lesser known bundles, and I’ll try to stick EBF4 into some of those too.

Anyway, I can’t wait until all of the above is out of the way, and I can finally work on something new.

Classic Films and Random Thoughts

It’s been ages since I’ve done a personal blog. Winter’s just been kind of dull for me, but I’ll try to write a few things.

I’ve been watching a lot of classic movies lately. Spelunky and La-Mulana reminded me that I still hadn’t seen Indiana Jones, so I decided it would be a good idea to see where culture comes from. So far I’ve seen:
• Indiana Jones 1,2 and 3
• Terminator 1 and 2
• All of the Rocky Films
• Rambo 1 and 2

My favorite of the bunch has to be the earlier Rocky films, but I also loved Terminator 2. I expected Indiana Jones to be more about exploring temples and ancient cultures, and less about cheesy action scenes with Nazis. So I was a bit disappointed there.

I’m interested to hear from you guys about what other old films I should watch. I’ve really not seen very many.

I’m still playing a lot of games on Steam. I’ll do another batch of reviews soon.

I watched Indie Game: The Movie again. It made me feel like I’ve sold out a bit, in the sense that I’ve started making games based on what the players want, rather than what I want. If it was up to me, I’d make the EBF games more like the RPGs I played when I was a kid. With no bestiary, cheap enemies, really hard to find secrets, no easy mode, and stuff like that. But instead I’ve tried to make EBF4 as accessible as possible, and as a result, I think it feels a lot less personal.

Interestingly, most of the game developers that were featured in Indie Game had made very hard games, and that didn’t seem to hurt their popularity at all. Super Meat Boy, Braid, and Fez were all very difficult, either in their action or in their cryptic puzzles.

Edmund McMillen made an interesting point in one interview about Binding of Isaac. He said he didn’t like displaying numbers in his games, or explaining the mechanics in detail, leaving the player to learn and memorize everything by themselves. I would kind of like to do a bit more of that in EBF (for example, by not explicitly mentioning the special effects of equips or skills), but I wonder how well that would go down with players.

Anyway, I don’t plan on changing the way I make games, since this approach has worked well for me so far. And I’ve not totally sold out; I still do a lot of things that many casual players don’t like. (like making unobtainable ultimate weapons, the cut-out art style, some super hard puzzles, and troll bosses like the glitch)

Oh well.

Now that the Kongregate release of EBF4 is out of the way, I’m going to be getting ready for the Steam release. It shouldn’t take too long, as I’ve already solved most of the hardest problems. All I have to do is get rid of Kongregate’s branding, change the loading screen, add support for multiple resolutions, stick in Steam’s API, make some more Steam store graphics, and package the game nicely. Hopefully that won’t take too long, but tricky problems have a way of popping up.

The developer of Intrusion 2 was awesome enough to help me out with a few things, so you should go buy his game!

And one last thing; I’ve got a girlfriend now!
She’s fun to hang out with, and we’ve got a lot in common, so that’s nice.
And I don’t have to play Outlast by myself anymore! Hurray!