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RE: Revulsion Dev Blog, Episode 14

in #gaming7 years ago

Have you thought about making each episode be its own expansion or something? Putting a ton of work into a product that's only about $15 like that seems like a bit of a disservice. Can always make future episode a $5 or $10 expansion and just release them indefinitely or something?
DLive's been pretty good too! Definitely a bit easier to stay focused when you're streaming, and such.
I can share the game with my audience some time when I play it and I'm sure that could help a bit, and I also think social media interaction would be cool. Maybe consider doing an "aardwolf" style easter egg campaign that can maybe get people more involved in the game and translate it into marketing? Might work, I'm not an expert haha

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Its possible. I have explored the idea of just taking the first episode and releasing it as the full game. It would be 14 levels / 15 including the hub area. 16-20 ish weapons technically more. New game plus fully supported as well as multiple difficulties for each level.

Only problem with doing this is that I would obviously have cut out about half of the games content on the current build that is live in favor of more new levels in the first episode. But if I did just make the first episode the full game I would be able to just continue releasing more content and get the other episodes in place over time. I would have a pretty huge pool of stuff to work with to follow up with a free expansion.

I am not sure if its necessary to charge more for DLC because frankly the bar for success on this project is so low that it would be pointless. I only need to sell 5-10k copies to be super good shape to continue working on more games like this forever onward.

edit yeah actually, if I sold 4.5k copies of the game I would be good for almost a year.

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