Unfortunately, we couldn’t launch with a fully tested and fleshed out online mode. What this caused was the following flaws: As a team becomes more experienced, each of its members are better able to estimate, and together the team can know if they need more time, more resources, or more focus in certain areas. We gave ourselves what seemed like waaaaay more than enough time to do certain tasks, and we were simply wrong. We didn’t do a good enough job estimating how long tasks would take throughout development. Consistent? Yes! We’ve tried not to promise too much for specific dates or times and we’ve done pretty well at that. When people asked about console, we have always said (and still say) “we plan to come to console, but we’re not sure of the order or the timing of them”. If we don’t know when something is going to be done, we say “we hope to have it done by _, but we’re really not sure”. We haven’t always succeeded, but we’ve tried and we can tell that people have been responding well to it. We’ve always tried our best to respond to the community (via Kickstarter, Steam, Twitter, etc.) in a consistent way. Responding with a clear, concise and consistent message: We’re hoping now that people have continued to listen until launch and are going to produce content revolving around the game once it launches. I may write an article about "the art of hustle" somday. We also bugged press, YouTubers and streamers and people started to listen to us once they had seen us a lot. If we have success, the shows will have been a huge part of it.Īt GDC in 2015, we managed to get meetings with Sony and Microsoft, and meet a bunch of contacts who would help us establish ourselves in the indie gaming world. Everywhere we went, press and influencers seemed more and more interested. We went to PAX South in San Antonio (in January 2016), and that helped a ton as well. We did some smaller shows here and there (Montreal ComicCon, Montreal Indie Game Fest, Boston Fig) but PAX was by far the most important in terms of hype. The exposure we got from that, the press coverage, the YouTubers and streamers who got interested in the game… it really put us on the map. It went great and everything was cool.Īfter that, we applied for the Indie MEGABOOTH at PAX Prime in August 2015, and we got in. Next, we decided to see if a larger audience was interested and we ran a Kickstarter. In January 2015, we cleaned it up a bit and showed it at a bigger event (IGDA Demo night, 400 people) and got even better feedback. We showed it off the following month at a local meet-up and got great feedback. The game started off as a game jam game in September 2014, which was done totally for fun without any goal of even winning a jam competition. We’ve pulled through despite some issues and oversight (that I’ll talk about in a moment), and we’ve managed to make the game we envisioned when we started on this path over a year ago. First, I should mention that I’m really proud of my team.
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