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Thanks!  It was a good learning experience, and I hope that by sharing it others can learn from it as well.  We have been working on scope since this Kickstarter ended, and have gotten much better at getting a minimum viable product made within a month.  That helps us fail faster, and at less of a cost.  We are trying to be more vocal about each thing we make, and if something resonates with enough people we plan to pursue that.  One of the problems with Stromgard was that we made something we were exited about without verifying that a lot of other people would be as well. 


EDIT: I wanted to come in and clarify that we expected Stromgard to sell only a little better than it did.  We expected it to be a failure as a business (Its not a failure as a game, we are very proud of the end result).


Our big failure was that we misjudged how long it would take to make.  Spending a few months working on it in our spare time to learn how to run a Kickstarter and produce a quality game, even if it did not make much money, would be no problem.  The actual result is that we sank hundreds of hours into a project that we knew would not pay off.  We did however gain what we set out for, we learned a lot from this project.  It wont be our last!