Holy shit these steam sales are terrible! Any idea on what it sold on other platforms?
Holy shit these steam sales are terrible! Any idea on what it sold on other platforms?
I'm not surprised at Mudds' Steam numbers. Its biggest selling point was that it was an indie on the 3DS.
Are they planning on putting this on other platforms?, does anyone know?
I'm not surprised at Mudds' Steam numbers. Its biggest selling point was that it was an indie on the 3DS.
The biggest selling point is the 3D. It really benefits a lot from it. It's still an excellent game in 2D, but it doesn't really stand out from the millions of other 2D indie platformers on Steam in an obvious way.
Nothing official, but they've said they would be happy to do so. It's a matter of resources more than anything. I imagine all the promised DLC and releasing the game in other territories is their first priority, as it should be, and then after that they'll focus on some additional ports.
I know I'd love to buy the game, but I don't yet have a Wii U and buying a PS4 is my immediate next gaming investment. Sooner or later, I'm sure I'll be able to play this.
Don't exact numbers but we know it sold by far the most copies on 3DS, and its Wii U sales were greater than its combined PC/PSN/Iphone sales. It also has 6000 ratings on the 3DS eShop, which is more than 4 times as many as Shovel Knight (but this doesn't mean it sold 4 times as many copies; games that have been available for a long time tend to get rated by a higher percentage of their userbase).
SO if you ignore the kickstarter .... it sold MUCH more on WiiU and 3DS =O
This is much better than any WF game and isn't really like any WF except Duck Tales, but WF didn't make the original Duck Tales. Shovel Knight is like a bunch of NES games thrown together into a delicious NES smoothie. It has the over world map of Super Mario Bros 3, the towns of Zelda 2, combat elements from Duck Tales and Zelda 2, level structure similar to Castlevania, powers like Mega Man, graphics reminiscent of Wizards and Warriors, Faxanadu, Atyanax, Ghosts and Goblins, and more.
Nothing official, but they've said they would be happy to do so. It's a matter of resources more than anything. I imagine all the promised DLC and releasing the game in other territories is their first priority, as it should be, and then after that they'll focus on some additional ports.
I know I'd love to buy the game, but I don't yet have a Wii U and buying a PS4 is my immediate next gaming investment. Sooner or later, I'm sure I'll be able to play this.
yet the wii U outsold every other platform combined, i guess Nintendo fanboys are really starving
don't hurt me I love my wii U, you can search me in miiverse, nerektw is the id
I could, but I want to play it on 3DS.Can't you buy it on PC?
Are you talking anout mudds ot SK?I wonder why it never came out in Europe on Wii U then. Not held up from what I remember, just not even bothering.
You don't have a PC?
Mutant Mudds isn't that great of a game, but ouch. It's better suited on the 3DS than on the PC (or any other console, really).
Saying "wait for the sales" isn't good. Steam has conditioned people to not buy games at full price from the big AAA budget title to the small indie platformer. Sure they might sell more copies at sale prices but does that matter when they're making pennies per copy at that point as a result of the massive drop in price?
Are you talking anout mudds ot SK?
Saying "wait for the sales" is good because for every game someone would have bought at full price but waits for a sale to buy, there are also dozens of games they wouldn't have bought at all that they're buying on sale, and while every dev likes to think their game is part of the former group, it's dramatically more likely they're part of the latter group.
You don't have a PC?
I definitely think there needs to be some balance or else you get into the whole race to the bottom mentality that is plaguing mobile games.
This is interesting...do Sony or Nintendo do anything to help get us Indies get localized for jp? If not that's a gap in both libraries back at their home base.
I wonder if 8-4 play is moving into this area. It makes a lot of sense for them to be the publisher as well be the localization team for western indies in Japan.sörine;124285949 said:There's also Rainy Frog in Japan specializing in bringing over western indie games. They're both a new publisher as well as coordinator for other pubs like ASW and Intense.
I do not. I have a MacBook Pro, although even that I've never attempted to do any gaming on. I suppose if I really needed to, I could eventually get the planned Mac port and figure out how to connect a controller.
All in all, I hate the varying degrees of hoops needed to jump through for some computer gaming. I love the console experience.
8-4 Games publishing Shovel Knight in Japan is such a feel good idea. It's perfect.I wonder if 8-4 play is moving into this area. It makes a lot of sense for them to be the publisher as well be the localization team for western indies in Japan.
The $1,440,000 wasn't their planned budget ever. It was more of an "under ideal circumstances" sort of thing to contrast with reality.The one thing I don't get is the original kickstarter rate. They explain that even with $328,000 they weren't even close to funding their development plan which would reach $1,440,000 by their estimates. But their kickstarter goal was $75,000. So not only was the amount they received not even 1/3 of their overall dev plan budget, but the amount they originally said they needed was 1/4 of that! I can understand some new expenses come on and such, but to be honest, what were they planning to do with $75,000 and that amount of work and time needed? Seems like the Kickstarter was considerably under what the development actually called for.
Saying "wait for the sales" isn't good. Steam has conditioned people to not buy games at full price from the big AAA budget title to the small indie platformer. Sure they might sell more copies at sale prices but does that matter when they're making pennies per copy at that point as a result of the massive drop in price?
The $1,440,000 wasn't their planned budget ever. It was more of an "under ideal circumstances" sort of thing to contrast with reality.
The one thing I don't get is the original kickstarter rate. They explain that even with $328,000 they weren't even close to funding their development plan which would reach $1,440,000 by their estimates. But their kickstarter goal was $75,000.
I know it's odd if you are only used to the console environment, but there are these things called "competition" and "market pressure" that exist in the steam marketplace. What's even more odd are the people that seem to think it's a negative for consumers to benefit from these forces by acquiring games at prices that are more beneficial to the consumer. But by far the oddest thing is the fact that many developers go on to proclaim how much more long term money they made when they offered their games at a greatly reduced price for a limited time.
As far as I can tell, everyone seems to win on steam unless your product just isn't that interesting to the people that buy games on Steam. In these cases the much smaller pool of competition on consoles may make a huge difference in consumer interest. Look at the Mutant Mudds quote:
Even the 10% discount massively increased the sales of his game. In the end the main limitation was the game itself. When you compare it to the games available on Steam, it's just not really that interesting, and the sales of the game reflect that.
That's kind of botched already for Shovel Knight though considering it's already cheaper on Steam than on the other platforms. Missed opportunity.
there are also dozens of games they wouldn't have bought at all that they're buying on sale,
What's even more odd are the people that seem to think it's a negative for consumers to benefit from these forces by acquiring games at prices that are more beneficial to the consumer.
... then I may have nothing to worry aboutBut by far the oddest thing is the fact that many developers go on to proclaim how much more long term money they made when they offered their games at a greatly reduced price for a limited time.
The problem with this approach is that I think it can drive DECENT game developers out of the business (and I'm not talking about Mutant Mudds). Taken to an extreme, it leads to AAA developers producing generic, "safe" games, and I don't think people want that either.The balance is fewer people releasing games. Steam gets 50 new releases a week. Until 35-40 of those devs admit defeat and exit the business, available consumer spend is going to be spread mighty thin in general.
Actually I just realized that the 10% off was a launch discount, so those numbers are quite misleading since most of the 10% off buyers would have bought it without a launch discount anyway. But the 50% discount still resulted in them selling three times as many copies as they had at full or almost full price.
It was likely renting an office instead of working out of their apartments. When they surpassed the kickstarter goal and reached stretch goals, I remember it being mentioned that they wouldn't have been able to rent office space with the original amount.
This is a stupid question since I haven't played Shovel Knight (appropriately enough for the discussion, I have it wishlisted and am waiting on a sale): What is its main hook? Videos make it appear to be Megaman-ish.The retro 2D thing has not only been done to death, but the games keep on coming and coming. Unless you have a hook like the recently released 1001 Spikes, Shovel Knight or Crypt of the Necrodancer you will probably find your retro 2D game struggling to find an audience. The main thing that quote does is show just how much power Steam sales have even for even the least popular games.
I am a consumer, and I want game makers to be able to make a profit,
so they can make more games, or spend more money on trying to make better games.
I want a successfull game maker to be able to make so much money, that their next game can tank, and they are still healthy financially
But of course if this is true ...
... then I may have nothing to worry about
Yeah, the hook is that it's like a lost NES game that was recently discovered, rather than throwing in some pixel art and chip tunes and calling it "retro". Shovel Knight could really have been an old NES game.This is a stupid question since I haven't played Shovel Knight (appropriately enough for the discussion, I have it wishlisted and am waiting on a sale): What is its main hook? Videos make it appear to be Megaman-ish.
This is a stupid question since I haven't played Shovel Knight (appropriately enough for the discussion, I have it wishlisted and am waiting on a sale): What is its main hook? Videos make it appear to be Megaman-ish.
This seemed like a WiiU/3DS release almost by default so it's no surprise to see a good chunk of KS backers chose those versions respectively.
Now let's see what an entirely (and hopefully timed) exclusive like Stealth Inc 2 will do on WiiU.
Why is this game exclusive again? Was the first one on WiiU?
Is it? I stand corrected then.Isn't the game 15 bucks everywhere?
I.e.: 15$ on Steam (US), eShop (US), GOG, Yachtclub (the developer).
Steam sales are front loaded when it comes to full price games, but see massive increases as soon as they're discounted. Shovel Knight will pick up a ton of sales even at a 33% discount. Your game wouldn't benefit much from discounts since it's already so cheap. Mutant Mudds is a better indicator of how much their sales can expect to increase when they go on sale.