Tag «Desura»

Update for TRI, Making-Of 2, Game Jams, Presskit

TRI

We finally could release a new version of TRI - after "ObliviousFox" comes "OptimusFox" (or in numbers: the game has now version 0.4.1)! Here are the most important changes:

  • Fixed missing collision geometry in level "Tower of Nowhere"
  • Hidden stone parts now save and load their position correctly
  • Kami part of Level "Prisons" is now beatable
  • Changed level info in the pause screen
  • Loading screen can't appear anymore when loading right after death

Level 16

If you got the game via any platform (Desura, our own website, IndieGameStand, GamersGate) we recommend you download the new version as soon as possible, as you can't complete the game otherwise. (Sorry for that!) While we're at it, we'd also like to mention that TRI is now also on itch.io.

      Making-Of, Part 2!

We filmed the second installment of our TRI Making-of series! Have a look:

You can find the first part on YouTube.

      Game Jams!

Two weeks ago, the 7-Day-Roguelike Challenge 2014 started. Tradition demanded that we should participate, and so we did. Unfortunately our ideas didn't trigger the right motivation, and in the end I (Friedrich) started on Friday alone, with only 2.5 days left, to make a small game named Variablo that already got a bit of nice press coverage. In Variablo you have to not only walk through a dungeon and kill monsters, but also move parts of the dungeon around like in a sliding puzzle. It's inspired by the board game Master Mind. It's fairly short.

7drl2014-08

But wait, there's more - this Saturday, Mini Ludum Dare 50 starts - and I am the host! I had several ideas in mind for the theme, but ultimately decided to please the fans and announced that participants need to make a Demake.

miniLD50

Demakes are remakes of already existing games that use a "less advanced" technology - like going from 3D graphics to 2D - or they only present a subset of the original gameplay. Officially the MiniLD starts Saturday and ends Monday, but you can create and upload the game until end of March.

      EGX Rezzed

We changed our plans and decided to fly to Birmingham, UK, the next week, to visit the EGX Rezzed. So if you're around from Friday to Saturday (28th - 30th), and want to have a chat, we will be near the Leftfield Collection (where they exhibit TRI) from time to time! Hope to see you there!

Of course, we will still visit the A MAZE. / Berlin in April. Phew, a lot of traveling around in such a short time frame!

      Presskit

Last but not least Jana took the time to create a new presskit for not only TRI but also about us and our company. She used the excellent presskit() by Rami Ismail. We also have subpages for Pitman, Tumblox and our game jam games now, complete with descriptions, screenshots and videos.

That's it for today! Thanks for reading!

Indie Distribution Platforms that are not Steam

(The original posting is in German, on Indie-Inside.)

Foreword - Sale Week

Last week (March 10th to 18th) the annual 7-Day-Roguelike Challenge took place – the event for which Pitman was developed last year. That's why our yellow dwarf celebrated his birthday that week, and because the 7DRL Challenge always gets some attention, we decided to link it together to a sale.

Our roguelike is available at four PC distribution platforms: Indievania, IndieCity, LittleIndie and Desura (+ the AppStore). So we reduced the price to $0.95 / €0.79 every day at one or two sites for three days each. We also offered a few goodies or articles on our website daily.

In retrospect this sale was not only a good marketing campaign, but also very helpful to find out about the strengths and weaknesses of our four platforms.

Of course it would have been great to have self-distribution on our own website additionally (as it was indeed the place we referenced most times in our sale), but unfortunately this is planned for our web relaunch in the near future and wasn't available yet.

Indie Distribution

The four platforms are characterized mainly by low barriers for an entry; i.e. you send in a game, it gets checked and reviewed, and often it goes straight to the market with no major problems (except for Desura, where we had minor troubles with the file upload).

So if the splendid Steam Store is denied to you or you like to put smaller titles (e.g. jam games) outside of your own website or offer your product indie-compatible – you hit the right spot here.

Of course, Steam is the largest provider and has the advantage of a high number of users. However, most indie platforms – like many indie developers as well – often only have other developers or the not-so-big indie scene as players and multiplicators. Platform owners often expect that the developers bring the players (aka buyers) already with them and thereby keep the cash flowing. Thus, the scene just fertilizes itself and the few larger indie platforms remain hidden from the "normal" players.

Desura might be known by linking up with the Indie Royale bundles, since you can load their games with Desura keys. But for most games Steam keys are also available ...

In the future it would be nice other platforms having a chance next to Steam, as in my eyes monopolies are never positive. While Steam guarantees a high quality, the reviewing process is too opaque for many developers. Desura or IndieCity for example also allow the presentation of a different kind of games that would get (even) less attention.

Okay, enough about my plea to not only promote Steam, but to aim for at least another platform. However, you have to be aware that the effort you put into marketing for a platform does not always bring about the expected profit.

I was wondering what is used by other developers and what platforms do not work (anymore)?

E.g. Play Greenhouse by Penny Arcade has folded, unfortunately: "Apologies for the inconvenience, but Greenhouse is temporarily offline for some ... upgrades. We'll be back soon! " – the last Twitter entry is from 2010.

Indie distribution compared

Little Indie

little indie screen

- since August 2011
- 13 games + 3 new releases soon
- wide price range and very different genres
- DRM or DRM-free / client
- Little Indie highly values achievements
- Cloud-functions, matchmaking, multiplayer, lobbying (direct server selection) are planned
- regular news on Facebook and Twitter about new features on the client and current titles and sales
- bank transfer, Paypal

- from the review of the game until the start: a few days
- contract
- upload via SVN / SSH
- demo on the platform
- sales and updates are set by operator
- revenue share is negotiable
- payout: quarterly from € 20

Pros:

- close contact with the operator, responds quickly
- you don't go down in the masses of games yet
- individual compilation, bundles, Alpha Funding, Keys
- Forums, blogs are available
- Support Center (client-> developers) for bugs / problems

Cons:

- very low popularity
- the project, images, demos, page texts can not be adjusted by oneself via an interface
- Windows-only
- only rudimentary backend for developers (sales / hits)

little indie backend

Indie City

indie city screen

- in planning since 2010, started publicly since 2011
- >140 Games
- most expensive game: Cardinal Quest € 10.00
- very different, small, cheap games
- DRM / client
- regular news on Facebook and Twitter about new features on the client and current titles and sales (a Twitter account for players and developers each)

- there is no payout yet (tax law issues are being resolved)
- revenue share: 25% to platform (currently); with integration of achievements / leaderboard system only 15%

Pros:

- adaptive recommendation system in the client
- very good support, chat (IRC) and forums
- edit everything through the backend: project settings, updates, pricing, etc.
- do occasional promotions for developers (marketing week, pimp-up-your-media week)
- Tweeting and blogging very often
- relatively simple upload system: upload one EXE file together with game data in a ZIP, gets automatically wrapped into an installer
- Demo upload possible

Cons:

- many features are still in beta or not available at all (but marked with some yellow post-its)
- low popularity
- Windows-only
- payment via Credit Card only
- Annoying limitation of size (and number) of the images when setting up the project
- very simple statistics, no breakdown

indie city backend

Indievania

indievania screen

- since 2011
- >250 Games
- extremely diverse genres, quality and prices
- DRM-free / direct download
- regular news on Facebook and Twitter about current titles and sales
- payment via PayPal

- authorization of the game: only a few days
- upload through Amazon S3, no restriction on upload format
- money is transferred immediately after purchasing to the developer (no platform costs)
- responded late to the announcement of the sales, but then we were listed in“featured” and “specials”

Pros:

- download games without client
- Very good back-end, relatively detailed statistics
- customers may pay more; pledge, pay-what-you-want
- bundles, keys
- sale section for special sales in the backend + Twitter announcement (at least in the case of Pitman)
- Windows / Mac / Linux / Android / PSP / keys for Steam

Cons:

- relatively low level of publicity (during our sales week we got some more buyers, though)
- Paypal costs way too much for cheap games, when the micropayment option isn't used / cannot be used
- no demo upload to the platform

Desura

desura screen

- since 2009
- from very cheap to expensive higher-quality games
- DRM / client
- regular news on Facebook and Twitter on current titles and sales
- Paypal, Visa, MasterCard

- transfer from €500 (minus fees)
- platform fee: 30%
- sales must be requested

Pros:

- substantial increased sales opportunities by IndieDB connection
- biggest indie sales platform (after Steam)
- very good connection to the devlog system IndieDB and modding counterpart ModDB
- linked to Indie Royale
- Alpha funding possible, in own category
- Demo can be uploaded
- Windows / Mac (limited) / Linux
- very detailed backend, with very good statistics
- referrer bonus as soon as buyers come from your own website

Cons:

- 30% share / payout with minimum of €500 is a hurdle for smaller games
- relatively complicated upload system for Mac and Windows: Windows / Mac / demo must be uploaded in two versions (I.e. 6 different files that need to be uploaded when doing an update of the game); purchase link in the demo must lead to Desura

desura backend

PITMAN for PC on 4 different platforms

While we're still working on TRI 2, we unexpectedly released PITMAN on Windows/Mac last week. Why? Because it was easy to do. ;-)


Of course, the original version of Pitman, as an entry for the 7 Day Roguelike Challenge and named "Pitman Krumb" back then, already was for PC only; but this didn't really matter, as the basis for the new Pitman was the iOS version. This brought some minor problems with the interface and the handling, but eventually we could port the game.

Now there are four platforms in the internet where Pitman for Windows can be bought: Desura, Indievania, IndieCity, LittleIndie. If you want to play the game on Mac, you will have to rely on Desura; although Mac support is promised by all the other platforms, too - sooner or later.

   

 

The game costs $2.99, or €2.49, or £1.99, but we might change that price later. If you are not sure if Pitman really is worth this huge amount of money, you can give it a testdrive via the demo version on Kongregate beforehand, or just sit back and watch the gameplay video Jana made, right here!