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.
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.Sushi castle is a shameless ripoff of Binding of Isaac, down to many specific details. Pretty low Zynga shit, I hope there's no reward for this behavior in the August thread.
Right. The thing about the success of clones on platforms where the original games do not exist is that they expose just how much money has been left on the table by the developers of those original titles. There's no reason to not have a version of BoI on Indies, and despite the competition and just as Minecraft on XBLA has proven, there is room for the original on the same platform if they bother to grace it with a quality version. Create something good and you'd be a fool to not see how it would be followed up on platforms you choose to ignore. The history of computer and video games proves this. No one can be faulted for wanting something not on their system yet is willing to pay for a the closest thing to it. XBLIG has spawned more than a few hundred-thousand+selling MC-inspired clones while legit MC has sold over two million in less than a month and a half at four times the price of the highest-priced MC Indie clone. In the era of DD and relatively pain-free cross-platform deployment, there's little reason to pass up a chance to bring your game over to other platforms.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.
I can't agree with this more. I can't even add anything else to this. Very well said.Originally Posted by MightyHedgehog
Right. The thing about the success of clones on platforms where the original games do not exist is that they expose just how much money has been left on the table by the developers of those original titles. There's no reason to not have a version of BoI on Indies, and despite the competition and just as Minecraft on XBLA has proven, there is room for the original on the same platform if they bother to grace it with a quality version. Create something good and you'd be a fool to not see how it would be followed up on platforms you choose to ignore. The history of computer and video games proves this. No one can be faulted for wanting something not on their system yet is willing to pay for a the closest thing to it. XBLIG has spawned more than a few hundred-thousand+selling MC-inspired clones while legit MC has sold over two million in less than a month and a half at four times the price of the highest-priced MC Indie clone. In the era of DD and relatively pain-free cross-platform deployment, there's little reason to pass up a chance to bring your game over to other platforms.
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.Originally Posted by toythatkills
Turns out someone actually gifted it to me out of the blue a few hours ago!
It definitely "exploits the similarity" to me, even in screenshots. The only difference is the graphical theme. The room design, the hud (especially the map), it all screams Isaac to anyone familiar with the game. Though that said, Isaac lifted a lot of that stuff from Zelda 1.Originally Posted by toythatkills
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).
I can only say this from my own perspective, but I looked at it and didn't see Isaac until people mentioned it, having only ever really been aware of the game from a few screenshots. I think to see Isaac in it you'd need to have played Isaac, and at that point the clone doesn't really cause any problems because anyone buying it for more of the same has already bought the original.Originally Posted by HadesGigas
It definitely "exploits the similarity" to me, even in screenshots. The only difference is the graphical theme. The room design, the hud (especially the map), it all screams Isaac to anyone familiar with the game. Though that said, Isaac lifted a lot of that stuff from Zelda 1.
I agree. I think initially many, if not most, hopped onto FortressCraft and were looking to play MineCraft. It' been well over one year now and sales continue, plus he has a very large and active user base. The community is active and the games are very, very different at this point, so I think they've slowly adjusted to how the games are different and many remain.Originally Posted by toythatkills
For me the problem is that people buying FortressCraft were buying it because they wanted to play Minecraft, rather than FortressCraft.
Hi Robin64, thanks for checking the code. If you would still like a code I can PM one to you, to say thanks.Aw, someone's used that middle code without posting their thanks. Annoying!
Still, nice of you to share!
Are you still working on XBLIG stuff?
Top Indie Games (Full Versions purchased)
1 CastleMiner Z
2 CastleMiner
3 Total Miner: Forge
4 The Impossible Game
5 Miner Of Duty
6 Avatar Deathmatch
7 The $1 Zombie Game
8 FortressCraft Chapter 1
9 Fortress Wars
10 Avatar Paintball
11 Cherry Poke Prison
12 End Of Days: Infected vs Mercs
13 Miner4Ever
14 Penny Arcade’s Rain-slick 3
15 Avatar Legends
16 Toy Stunt Bike 2
17 Don’t Die Dateless, Dummy!
18 I MAED A GAM3 W1TH Z0MB1ES!!!1
19 M2AF: Message 2 All Friends
20 Avatar Block War
The above list is based on full versions purchased.
Wow, I would have expected to see the PA RPG stay higher. Wonder what the numbers are...http://majornelson.com/2012/07/18/li...eek-of-july-9/
LIVE Activity for week of July 9
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.Wow, I would have expected to see the PA RPG stay higher. Wonder what the numbers are...
So, does that bode well for Episode 4 hitting XBLIG? Or was that something that was planned regardless? What about future Zeboyd titles?That said the game is doing fine for XBLIG and about what we anticipated.
We got this a lot during the first week, heheh. A great deal of people looking forward to Ep3 went and bought it on the platform they could buy it first. Plus Steam's a great service too, of course.Originally Posted by Parallax Scroll
I probably would have bought PA on Xbox if that version had come out first. But whatevs, I've got it on Steam.
Thanks for the support :) We're still currently planning to release Ep4 on XBLIG as well as Steam. Future Zeboyd titles we want to continue supporting XBLIG and the PC as well, as there are still a lot of people that prefer our types of games on consoles. If we were to end up making some game that was heavily PC-focused it might not go XBLIG, but we're not currently planning anything like that yet.So, does that bode well for Episode 4 hitting XBLIG? Or was that something that was planned regardless? What about future Zeboyd titles?
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
The Impossible Game is a Gaffer made title right?http://majornelson.com/2012/07/18/li...eek-of-july-9/
LIVE Activity for week of July 9
You mean Rainslick? It certainly would have sold more on XBLA than XBLIG. We (us and PA) knew that going in and decided that the patch situation along with a host of other things to deal with in regards to XBLA, combined with the fact that we were launching on Steam, among other reasons, made the choice to go XBLIG much easier.Originally Posted by Gaspode_T
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)
I wouldn't be opposed to it - seems to work fine on the App Store.Originally Posted by DaveVoyles
How does everyone feel about the ability to raise/lower the prices of <a class="inlineAdmedialink" href="#">games</a> on a whim?
Well said! I think what the general trend towards digital distribution as a way of accessing games has gathered a lot of momentum. XBLIG/Metro, Steam and the App Store are really opening up game development - a good thing. Some time before FortressCraft surpassed it, I predicted a 'million selling' XBLIG. The significance was that although not all games will achieve such exposure, it proved the point - gamers want Indie games on consoles.Originally Posted by Gaspode_T
XBLIG is not going anywhere - it is basically like a fountain of pure profit :P I think they would be smart to do their best to encourage XNA devs to make WP8 games though, since they really need exclusive games and not just a bunch of iOS parity ports.
35 - I'm ancient :)Out of interest what's the age range in here?
They seem to just take that $40k figure for granted when nobody's actually sure what FEZ's patch would cost.Originally Posted by DaveVoyles
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.
I'm going to play devil's advocate here for a second.Originally Posted by toythatkills
They seem to just take that $40k figure for granted when nobody's actually sure what FEZ's patch would cost.
The first half is basically how I see the situation. They should have had the game in a better state when it was released, and whether it wasn't tested properly or whether it was rushed (lol) that's their fault. The issues in the original release would have been very easy to catch pre-release, since they were experienced by 100% of people. No matter what the size of their team was. It required one single playthrough, really.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.
Originally Posted by toythatkills
No idea which half of this post to respond to =P
The first half is basically how I see the situation. They should have had the game in a better state when it was released, and whether it wasn't tested properly or whether it was rushed (lol) that's their fault. The issues in the original release would have been very easy to catch pre-release, since they were experienced by 100% of people. No matter what the size of their team was. It required one single playthrough, really.
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.
I think that's because in their statement, Polytron themselves mentioned how this kind of thing wouldn't be a problem on Steam in order to further illustrate how this was all Microsoft's fault and how they had literally no choice at all in the matter.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.
Originally Posted by toythatkills
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
Doesn't this put you at a fair bit of risk of games winning DBP and either wanting to be available immediately or earning that elusive XBLA contract? Have you played these games?Originally Posted by DaveVoyles
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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