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Member
(07-17-2012, 09:31 AM)
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#101
EDIT: Updated image, per toythatkills' comment. I didn't realize that I was missing the updated critters in the new screen shot!
The best selling game from the Summer Uprising, Cute Things Dying Violently, is now released on PC with a huge makeover. New art (much better), new levels, mouse support, etc. It's on Desura and a few other services.
Last edited by DaveVoyles; 07-17-2012 at 12:36 PM.
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(07-17-2012, 10:39 AM)
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#102
That screenshot isn't the new art though, is it?
EDIT: That screenshot is the new art now, is it?
Last edited by toythatkills; 07-17-2012 at 12:37 PM.
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Junior Member
(07-17-2012, 12:33 PM)
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#103
Yeah, Dave, that's my old art.
All my new art is here: http://apathyworks.com/press/sheet.p...ying_Violently Jeez, Dave's actually played the game, too. Which means if he can make this mistake, everyone will make this mistake. Beg Journalists For Corrections Mode: engage! |
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Member
(07-18-2012, 05:39 PM)
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#107
People really punished the zillions of XBLIG minecraft clones...with gazillions of dollars. I don't think most people care if something is a rip of something else, only if it's good. I mean, it's pretty slimy to rip something off too blatantly, but in the end, if it sells, it sells I guess.
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Member
(07-18-2012, 05:58 PM)
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#110
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Member
(07-18-2012, 06:05 PM)
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#111
that Sushi castle game even though a few people are calling it a rip off is soooooo friggin fun that I don't really care, I am glad to have something similar to binding of Isaac , I expect more XBLIG to borrow from their pc counter parts if they will never see the light of day on console anyways
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Welcome to the Wasteland.
I hope you're wearing your flak vest! (07-18-2012, 06:13 PM)
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#112
Last edited by MightyHedgehog; 07-18-2012 at 06:17 PM.
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(07-18-2012, 06:23 PM)
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#113
For me the problem is that people buying FortressCraft were buying it because they wanted to play Minecraft, rather than FortressCraft. I'm not sure many people are going to buy Sushi Castle because they want to play Isaac, because the game doesn't make any attempt in its screenshots, etc, to exploit the similarity. Milkstone wanted to make a game like Isaac and they did, but they're not making money from Isaac, they're getting sales from the strength of their own game.
Saying that, I haven't played Isaac, so I'm not sure how identical they are, gameplay-wise. I didn't really enjoy Sushi Castle though, found the arenas a bit too small to be really enjoyable, but may give it another go (or try Isaac). |
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bE in Litrit is fo sukas
(07-18-2012, 06:46 PM)
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#114
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(07-18-2012, 06:49 PM)
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#116
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Junior Member
(07-18-2012, 06:57 PM)
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#117
Nice! Well after you've played and replayed it a bunch of times (it's rogue-like-esque) let us know what you think and how maybe it compares to Sushi. I will try Sushi if I get a chance too, as I've played a good bit of Isaac.
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Member
(07-18-2012, 08:44 PM)
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#118
It is really solid for a clone, though. It's not a clearly inferior rip-off like that Angry Fish game. It's definitely made by someone who enjoyed the hell out of Isaac and understood what makes it good. (Based on the trial at least, it could all fall apart and turn to crap later on in the game) |
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(07-18-2012, 08:50 PM)
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#120
Whereas with Minecraft, my mum probably knows what that looks like. |
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Member
(07-19-2012, 09:40 AM)
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#121
In my mind, there's nothing wrong with that. Even with the initial "cloning" onto XBLIG. That's just smart business. If you realize that there's a demand for something, and you know how to execute it, then it would be a pretty dumb move NOT to pursue it. Especially if the other development team recognizes this and doesn't make a move on it. I'm not saying "let's clone everything," but it's foolish not to pursue market demand. With that said, look for my pong game in the next few weeks! (seriously though). |
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(07-19-2012, 09:42 AM)
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#122
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Junior Member
(07-19-2012, 01:06 PM)
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#124
At the moment I'm having a play with PlayStation Suite/mobile, but I much prefer XNA, so I may be back at some point. Cheers! Liam. |
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Junior Member
(07-19-2012, 06:24 PM)
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#126
http://majornelson.com/2012/07/18/li...eek-of-july-9/
LIVE Activity for week of July 9
Quote:
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Member
(07-19-2012, 08:55 PM)
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#127
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(07-19-2012, 08:57 PM)
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#128
I think the 400pt price point and the fact that it released on Steam a few days earlier mean 14th is actually a pretty good result. You can't really expect to be able to compete with such quality games as Cherry Poke Prison.
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Junior Member
(07-20-2012, 02:51 AM)
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#129
Indeed the ranks are based on sales totals rather than revenue.
That said the game is doing fine for XBLIG and about what we anticipated. The vast, overwhelming number of copies of Rain-slick are coming from Steam but I don't think anyone is surprised by that. |
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Member
(07-20-2012, 05:18 AM)
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#131
Just curious, as I tend to support XBLIG RPGs as much as I can, and it's where I've bought all of your RPGs thus far (as well as some other GAF member titles, of course!). Though, I understand if you can't really confirm or deny anything at this point, just figured it would be worth a shot. :P |
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Junior Member
(07-20-2012, 02:58 PM)
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#132
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bE in Litrit is fo sukas
(07-20-2012, 03:01 PM)
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#133
OMG at Cherry Poke Prison. I swear, XBLIG fans have the worst taste sometimes. |
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Member
(07-20-2012, 03:10 PM)
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#134
i think devs underestimate the importance of achievements and community features...some gamers do not care but I am pretty sure a higher than normal % of Xbox gamers do...game would have probably sold waaaay more if it were XBLA, but then again...patches (sigh)
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Junior Member
(07-20-2012, 03:24 PM)
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#135
I do agree though that I think devs underestimate the importance of achievements and community features. Indeed especially with regards to XBox gamers, but also the other platforms as well. |
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Junior Member
(07-20-2012, 04:25 PM)
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#136
Yes achievements would be wonderful - but it to me it feels like a want, not a need. The potential risk is in diluting the 'achievement economy', since XBLIGs aren't 'gated' in any way. It feels like something that is solvable. The Peer review process is good, and yeah its a shame Chris Satchell, isn't at MS any more - I remember hearing him speak in Brighton, inspirational stuff. 35 - I'm ancient :) |
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Member
(07-20-2012, 04:26 PM)
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#137
While on the topic of patches....
While Ben Kuchera isn't my favorite journlist, he does write some pretty great features. Today: The $40,000 patch. |
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(07-20-2012, 04:29 PM)
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#138
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Junior Member
(07-20-2012, 05:13 PM)
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#139
The article says that gamers are being punished here because Polytron can't afford / doesn't want to pay the $40k to patch the game again. But the whole reason Microsoft has the system set up like this in the first place is to encourage thorough quality assurance. The point is to prevent bugs and crashing as best as possible before the game comes out. Letting a dev sign the contract that makes it pretty clear that patching a whole bunch isn't going to be cheap or easy encourages devs to thoroughly test the games at the onset. At release. So gamers who buy it don't have to wade through a slew of bugs until a patch later; that most key bugs and issues are found beforehand. The ball is in the dev's court to QA, test, and fix the game before release. The last few lines of the article imply that gamers are being punished here because of MS's refusal to bend this rule and Poly's refusal to stick to the terms of the contract it knew. How about Polytron not release a badly buggy and crash-prone game in the first place? Then MS, Polytron, and gamers would all be in the best scenario. That is the whole purpose of incentivizing developers to thoroughly QA their games, because MS doesn't want to provide a grounds for, "Well we missed a bunch of bugs but hey we can patch later." They want to keep the quality and reputation of XBLA as high as possible and incentivizing thorough initial QA is one way to do that. The fact that they offer a "free" patch afterwards seems to me to be designed to let devs hit on any seriously important issues that weren't caught in the presumed-to-be-thorough intial QA process. In theory, with a sufficient initial QA that should allow devs to catch and address any little issues left missed the first time. The only time this deal / setup can be a serious problem is if the developer doesn't sufficiently test and fix their game before it is initially released. Because then they find bugs and have to address them with the free patch, and might not catch them yet again and hit the 40k patch problem. Gamers aren't suffering because of Microsoft's policy, they're suffering because the developer didn't test and address their game's issue when they should have, and didn't again the second time around. Now to play the not devil's advocate: Indie teams have it hardest because they don't have the vast resources of much larger companies to test their games as thoroughly. They may also not find some of the issues to be as big a deal as they end up being, or don't think many customers will be affected. For indies a lot of this stuff comes down to a matter of resources (time, money, team size, testing group / QA team size, etc) that they may simply not have; some indie teams are 3 or 2 or even sometimes essentially one person. Putting the same burdens on this type of company or dev as another such as EA or Capcom doesn't really make a lot of sense in practice, the one shoe doesn't really fit all. I'm not saying the contracts should necessarily be tailored to be "more fair" to one type or size of dev or another. But in reality indie teams face a pretty different scenario than bigger companies. I can also say that services like Steam are pretty well-loved across the PC gaming market. And Steam allows for unlimited patches that can be submitted at almost any time and be applied very rapidly at no cost. You don't see a lot of complaints about "constant patching" with Steam. Is it because the nature of the PC market is so vastly different from a console market that customers don't mind as much? Is it because people generally don't mind patches? Or are people regularly annoyed at PC patching like this? All I can say is that in my experience, issuing patches quickly and easily the way Steam does it (which also is designed to minimize bandwidth uses but that's another topic) is extremely helpful for developers and fans. Yes, we did our best to QA the game before the PC release but there's only sso much we can do -- being able to gather reports from customers/players/fans about certain instances of bugs or crashing and being able to find and fix it and almost immediately patch those issues out of the game is good for those users experiencing problems and avoids the issue for potential customers in the near future, thereby helping the developer as well. tldr - I appreciate MS's need to assure thorough initial QA but as an indie dev I must say that quick, efficient, and non-obtrusive patching has been kind of a fantastic thing. |
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(07-20-2012, 05:33 PM)
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#140
No idea which half of this post to respond to =P
The Steam comparison doesn't necessarily work because releasing an update to a PC doesn't need the same kind of checks that it needs to release a game on Xbox 360. Microsoft needs to make sure your patch won't brick an Xbox, because it's them that are going to have to foot the bill if it does. Steam doesn't have to check for that because they have absolutely nothing to do with your hardware or any responsibility if it goes wrong. There's just not really any way the process can be any different to how it is now. As an aside, I hate loading up Steam because I know it's going to download a load of patches, or if I have a few minutes to play a game I know I'll be sitting it watching it patch instead of playing it. I heard stories yesterday that apparently Dungeon Defenders when it came out had 300MB patches nearly every single day, I don't think that's good for anyone. Clearly there was an issue there in that they'd rush out one patch and end up having to patch the patch, whereas if they'd had to pay $40k for that second patch it would have taken a little bit longer but they'd have damn well got it right. |
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Junior Member
(07-20-2012, 05:43 PM)
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#141
I just wanted to mention Steam because I've been keeping up with this Polytron situation and almost every comment section or article says how Steam does it better. I wanted to play devil's advocate to show how Microsoft's system isn't inherently bad or "punishing" for gamers and can, in fact, be better for gamers. But it's extremely arguable and there's a lot of gray areas and there's no 1 right way to do it. I just think that there's a lot of "WTF FU M$!" going around thanks to this Polytron thing and that "M$" is punishing the gamers but honestly, I think a great deal of the "blame" has to be laid at Polytron's feet as well. Steam upgraded their patching system recently and while I won't go into technical details (because I'm not allowed to) I will say that it minimizes bandwidth usage for patching in most instances compared to how it is done for a lot of these types of services. |
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(07-20-2012, 05:54 PM)
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#142
Except that's rubbish, really. It just aided his "poor little me" routine. |
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Member
(07-20-2012, 08:02 PM)
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#143
Also playing devil's advocate:
Xbox is one piece of hardware, granted there are different SKUs with significantly different HDD speeds now, whereas the PC (Steam) literally has thousands, if not millions, of hardware variations to consider. A driver update from a GPU vendor could brick the experience for your entire game (See: RAGE). |
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Member
(07-21-2012, 04:26 PM)
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#144
Didn't realize that I had missed so much of the earlier discussion in this thread.
Top lists: I've got to wonder: Who is still buying this craft games? They seem to sell like hot-cakes. Do you think there is a lot of overlap between people who try out the different varieties of them? XBLIG cost: I think XBLIG (and XNA) still cost quite a bit more than most people think. There are bandwidth costs and employees who are still running behind the scenes (they recently hired a program manager) and those aren't cheap. On top of that, there are still promotions like Dream.Build.Play too. |
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(07-23-2012, 02:37 PM)
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#145
Looks like there's going to be another uprising, anything you can tell us, Dave? Mainly interested to know how you're going to make sure there are better games this time? (And that the games are actually ready to come out).
Also, everyone has to download Dead Sea. This is completely ESSENTIAL. Also, check out the trailer for Ninja Exorcist! Haven't tried it yet, I hope it plays as good as it looks - http://www.youtube.com/watch?v=SJROu...layer_embedded |
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Junior Member
(07-23-2012, 03:50 PM)
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#146
If this game borrows any inspiration at all from Ninja Five-O I will kiss them. I wish that someone, somewhere, would somehow build upon the ideas from Ninja Five-O, aka one of the greatest 2D ninja action-platformers ever made. Ever. |
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Member
(07-23-2012, 04:14 PM)
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#147
Not sure what I can say so far but:
Games will go on sale starting the 2nd week of Sept. 8 games total (all of which are already picked) New website is coming soon (probably by the end of the week) We'll announce 1 new title, each day, probably starting next week Michael Harts and I went through the DBP submissions, picked out some of the ones we believe were the best, and posted them in the App Hub fourms. Other developers did the same, and when we collectively found quite a few that we liked, we asked them to come on board. We had 6 at that point. In an e-mail thread between the 6 devs and myself, we narrowed down the last two spots to a few choices before finally cementing in two of them. There are a lot of other games which appear to be great, but won't be ready in time for the launch, so we're going to try to grab them for the (inevitable) winter uprising. |
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Member
(07-23-2012, 04:16 PM)
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#148
The thing keeping me up at night about XBLIG maintenance is not anything hosting the games, it is the stupid App Hub website and complex rules and regulations that go along with it. Some of the people who really built that up don't even work at Microsoft anymore (one of my friends was on that team and now he is working at Amazon). Hopefully for XBLIG dev sake WP8 development keeps focus on making App Hub better but it is kind of strange that some of the WP8 country availability improvements aren't promised for XBLIG games too.
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(07-23-2012, 04:20 PM)
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#149
I hope Smooth Operators made it =P |
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Junior Member
(07-23-2012, 04:34 PM)
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#150
Right, if a game wins DBP, they might end up with a deal that changes their release plans.
Of course it's not like DBP guarantees an XBLA contract or anything, at least not any more, so it probably won't really matter. It's best go with what you did; pick the best potentials for the line-up and if someone wins DBP then figure out what to do then. :) |