Above the Fold is in Alpha, Coming to Steam

Above the Fold is a video game where you play the editor-in-chief of a newspaper. Back in spring, I introduced this new project to the world and now the game has just entered alpha, which means that most of the basic gameplay features are in, or at least planned out.

The game lets you build a newspaper from the ground up, hiring reporters, assigning them stories, picking up advertisements and shaping your content to cater to specific demographics. Along the way you have to make decisions based on both random and historic events, your reporters will get their own ideas, accidents will happen. Mistakes are made. Fun is had by all (or at least the person playing the game, one would hope).

Build a profit, invest in upgrading everything from your access to sources, to setting up your own email server – but do so wisely. Each upgrade comes with its own advantage, but spend too much, too fast, and you might run into trouble come pay day.

While the game was still in pre-alpha, I made this little teaser …

Continue reading “Above the Fold is in Alpha, Coming to Steam”

Your Indie Game Will Fail

The title of this post is true for most indie game developers out there, at least if you measure success in terms of profit. There are other ways an indie game can be a success but I’ll get to them in a bit.

In today’s video game marketplace competition is tough. It’s easier than ever to make, publish and distribute new games, but with that, it gets increasingly difficult to get noticed, attract an audience and make money. This is true for all games, but small indies typically invest their own money in everything from buying assets in the Unity marketplace to renting booth space at PAX, making them more vulnerable to the impact of financial failure. Continue reading “Your Indie Game Will Fail”

Inspiration and Game Prototyping

TL;DR: Get feedback on your projects, right from the prototype stage, and listen to inspiration when it presents itself.

I was watching The Walking Dead, when I had the idea for a game, where you are surrounded by increasingly large mobs of zombies, and you have to move around them, and take them out as they come at you. I imagined it as a top down game with a square level, kind of like Pac Manm, but in an industrial lot, or something along those lines. The idea flashed as a brief image in my mind, so not exactly a fully fleshed out game.

Sudden inspiration like this is something that should not be ignored. Even if the idea is simple. It might grow, after you plant it. So, the next day I made a prototype.

It’s simple enough. You use a mouse. Left click to move, right click to fire your gun (hold it down for continuous firing). You will die in the end, so it’s really just a matter of how big of a score you can get before you do. Explosive barrels can be used for extra points. There are occasional power-ups that spawn in, that may also help.

I call it “Don’t Touch”, because even a single bit of damage will immediately end the game. So stay alert!

The game made the rounds at the day job office, where a few coworkers “tested it” and gave me the best feedback ever: they went back for more, all on their own.

When people like something you make to the point where they want to keep playing it, and voluntarily offer up ideas of their own, that will feed even more inspiration.

When an inspirational feedback loop is created, and as a creative person, your job is to listen and take away all you can. Because most of the time, creative work is not done based on inspiration alone. In fact, the inspiration part has very little to do with writing a novel, recording an album, or creating a video game. It’s hard work, and if you want to finish your project, you can’t just sit around and wait for inspiration to strike.

So when it does strike, pay attention. I am sure you are busy, I certainly am, and I really don’t have time to work on another game. Unless I carve a little extra time, I’d otherwise spend on playing Fallout 4.

Yesterday, fueled by the reactions I’d gotten, I added a new power-up mode that gives you a temporary boost in rate of fire. Like equipping a machine gun with limited ammo. Shred those zombies hard, 10 seconds at a time! I also added something I’d not yet tried implementing in a game – a killing spree bonus based on a timer. If you kill 3+ zombies in a row, you get bonus points. If you take too long, it resets.

I like adding things and tweaking other things, based on the feedback I get, plus throwing in a challenge for myself, like adding the killing spree.

I am not sure where this particular prototype will go. I’m fine with it entertaining myself and a few friends for a few minutes here and there. You can play it too, of course. Maybe when Torgar’s Quest is done and launced, I will turn it into something more.