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princec
searching Neon…
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1.
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by
princec
13y ago
Ultratron works fine with a controller. Droid Assault is most definitely not a twin-stick shooter. We deliberately make our games easy because they sell more. The easier they are, the more they sell. Simple formula. The target audience is
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by
princec
13y ago
both buttons exit the game immediately. See the one on the left? The one that's always there?
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by
princec
13y ago
http://www.puppygames.net/blog/?p=1307
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by
princec
13y ago
I know what it looks like, I coded it. Both buttons exit the game immediately.
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by
princec
13y ago
This :D
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by
princec
13y ago
Because that's what Valve tell us to sell them for....
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by
princec
13y ago
I've met Terry personally, and I didn't knock Super Hexagon. I've just said it how it is: Super Hexagon (and VVVVVV for that matter) are examples of how to make games on the cheap. We don't do that, though. We put AAA polish and content int
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by
princec
13y ago
Nope, it's just you, I think.
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by
princec
13y ago
Indeed, if it weren't for people like us, there wouldn't be most of the games that people love playing today. There'd be no Minecraft, no FTL, no Terraria, no Binding of Isaac.
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by
princec
13y ago
By selling a lot of copies AND putting barely anything into it. Super Hexagon is bereft of actual content and actually has very little actual game in it. It is a perfect example of how to make money from not much work.
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by
princec
13y ago
That does not make Robotron good.
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by
princec
13y ago
Ah my mistake, I was referring to the 360 release of Geometry Wars (I've never actually played it, mostly coz I've never owned a console!) The original was 10 years ago now. Think about that for a moment! Some of the people who are actually
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by
princec
13y ago
Strange, there's an exit button right there in front of me straight away on my demo version.
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by
princec
13y ago
We knew there was no huge demand for Ultratron. Although, Binding of Isaac. Our original blog post was about how much it costs to make such a game, and how much money such a game earns typically, not about whether it's a failure or success.
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by
princec
13y ago
What are you talking about? Just hit the button to close the game.
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by
princec
13y ago
There are a few detractors from Ultratron in here - and that's fine, I know it's absolutely not everyone's cup of tea - but often the reason given for not "liking" (for want of a better word) the game are specious. I can summarise some of t
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by
princec
13y ago
When we were making Ultratron for Steam we knew that it wasn't ever going to actually sell much, but that was not the point of the article. The point of the blog post I wrote was simply to say, it takes this long and this much money to make
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by
princec
13y ago
Er, I think you meant to compare http://www.youtube.com/watch?v=z6gmgExmJbM
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by
princec
13y ago
It would seem that the niche we chose is a bit shite :) But that's why we're abandoning it.
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by
princec
13y ago
And that publisher is... Steam. The trouble is even with the might of all those well-targeted customers there's still only a few thousand sales to be made - and thanks to the sudden change in the pricing of games in the last 5 years or so,
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by
princec
13y ago
Ultratron actually came out originally before Geometry Wars.
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by
princec
13y ago
Aye that's me.
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by
princec
16y ago
Total failure of a product which did almost everything just exactly wrong. Wasted a year of my life on it before I realised it was a total flop.
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by
princec
16y ago
Alien Flux. Thrice cursed. Mention it not.
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by
princec
16y ago
hello everyone! This is Cas from Puppygames. It's been very interesting reading this thread (thanks ewj for posting!) A few straight from the horses mouth facts: I sat down and worked out what our revenues are, and they work out as $750/mon