In case you've not noticed, I bloody love Xbox Indie Games. Further to this, I bloody love Hypership Out of Control. Here's what I said about it in the monthly Indie Games thread this month:
That game has sold around 300 copies. A total revenue of $300 and I've no idea what Microsoft's cut of that is. But $300 for a game that costs the user almost nothing, and is one of the top few games on the entire service.
I was slightly worried this month. The first two games to come out were Treasure Treasure and radiangames Inferno and I loved them both, I was already wondering what to pick as the game of the month. Then Hypership Out of Control came along and just blew everything else away.
You’re piloting a ship but the space brakes are out. This’d be OK but the accelerator is jammed. This is not a recipe for a successful voyage. It’s up to the player to manoeuvre the ship through asteroids and walls and mines and space bees and just survive as long as possible. In the normal mode, you get three lives and each “wave,” basically a set of obstacles, increases your max speed until you’re going so fast you can barely keep up so you die and then play again and again and again because the game is like crack.
That’d be enough for a dollar, but it doesn’t stop there. Hardcore mode reduces the number of lives to one. Another mode removes the maximum speed limit and so you go much faster, much quicker. Aside from a practice mode which you can use to play any of the game’s ten waves that you’ve reached through normal play, the final mode is coindown. This gives you a number of coins to begin with and they gradually tick down, you have to collect more because you’ll lose when they reach zero.
In the other modes, coins are collected for points and to add to your multiplier, 99 coins is worth X2, X3, up to X5. Your points also rack up quicker as you increase speed. The coin mechanic is a simple one but it means that the longer you survive, the quicker your points shoot up. Points can be tracked on global leaderboards which you can access if you’ve got a gold account.
Surely that’s enough as content goes, but no! There’s co-op gameplay, and the game also comes with 20 “awardments” for you to earn based on things like completing waves, earning points and collecting the games many power-ups. Things to slow you down, speed you up, give you a more powerful gun or a shield, or more.
It’s a ridiculously simple concept at heart, but so much effort has gone into the presentation, the brilliant music (which I’m still humming) and the wonderful humour that it’s impossible not to love it and just play it over and over again. This is the cheapest game you’ll buy all year at only 80 Microsoft Points, and is my second favourite game on the whole service. It was a really easy choice for game of the month.
So it got me to thinking...
How much power does NeoGAF have? Can we turn around the fate of this game and get people buying it? And if we can, how can we do it?
Some easy things we can do:
a) try the game yourself, it's free to do so. If you like it, buy it!
b) give it a five star rating, and if you've got gamertags in other countries, log in and rate it with those too!
c) tell people about it!
Is there anything else that we can do, as a community, to help this awesome game get the recognition it deserves? Games have sold 30,000, 60,000, 100,000 units on Indie Games, the market's there, we need to find it.
(I am in no way affiliated with this game and certainly won't profit from it, I just love it and want to see it get the recognition it deserves. I assume the dev won't mind, but will delete this if they do!)