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Chromosome Evil - Lovecraft inspired RTS survival

A topic by 16bitnights created Mar 11, 2019 Views: 15,295 Replies: 132
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(1 edit)

So these last 2 weeks I concentrated on random map environments/map design & marketing and since I posted a bit about marketing the last few days now it's time for me to post some new screenshots. Hope you enjoy it!  











and a gif



(+1)

Time to do some updates on survival and choice matters elements of the game



(1 edit)


UPDATE time

I was thinking of a new way of boosting the horror element by adding prelude maps for scenarios, for example, this prelude map is for that huge boss fight a few pages earlier. this map is supposed to:

- offer hints about how can you beat the monster(aka you need long-range weapons)

- offer information about the game lore

- some character development

- tension slowly increases by fear of the unknown and mistery.

--------------------------

We had this script for text speech bubbles from characters:

1. Default (The speech bubble appears automatically when you enter the map, the conversation plays automatically, all speech bubbles coming from vehicle are the conversation between the driver and the commander/you )

- Sir? We've reached the last known position of "Gamma Squad" and from where they sent the distress signal.

- Very well, heads-up people! This was a 30-man platoon, if they ran into trouble, we can only pray that we can make a difference.

- No offense sir, but seeing that other Trojan, in that state, I do not feel too comfortable staying here for long.

- I understand your concern, nonetheless, we must scout and secure the area. If nothing comes up, then we can leave...

-------------------

Triggers: When you click with a character on these triggers the character will move close to them and do a fast interaction (around 5 seconds). The range of the interaction can be double it's normal distance because this is an investigation, not an actual object interaction. Each will have a speech bubble according to the class interacting with it (Soldier, Medic, Engineer)

2. 

If you click with a Soldier, the Soldier will say:

- What the hell happened here? This is supposed to be a top-of-the-line armoured vehicle and now look at it.

If you click with a Medic, the Medic will say:

- Judging by the damage inflicted, I estimate the creature that did this had a large mass and was at least as big as the vehicle itself.

If you click with the Engineer, the Engineer will say:

- It looks like whatever attacked this vehicle did a number on it, slicing through it's armour like a tin can. It's beyond repair.

3. 

If you click with a Soldier, the Soldier will say:

- I don't like this at all! I've a bad feeling about this whole operation.

If you click with a Medic, the Medic will say:

- No traces of blood, they were dragged out alive! Judging by this behavior I suspect the creature does not plan on simply attacking - but consuming us!

If you click with the Engineer, the Engineer will say:

- This gives me the chills, are you sure you need an engineer for this mission?

4.

If you click with a Soldier, the Soldier will say:

- There was a fight here! Looks like many rounds were fired, but there's no blood?!

If you click with a Medic, the Medic will say:

- Hmmm... With so many rounds fired and the lack of blood, I assume the creature can attack at range? I recommend switching to rifles and SMGs now!

If you click with the Engineer, the Engineer will say:

- Well, at least they put up a good fight!

5.

If you click with a Soldier, the Soldier will say:

- 'You scared? It's just a scarecrow!

If you click with a Medic, the Medic will say:

- Was that scarecrow there when we arrived?

If you click with the Engineer, the Engineer will say:

- Man! I hope this'll not turn all "Children of the corn" on us!

6.

If you click with a Soldier, the Soldier will say:

- Come quick! I found a... hand?..

If you click with a Medic, the Medic will say:

- This hand was ripped from the body! Guys?! Seriously! We are dealing with a new and extremely dangerous creature here!

If you click with the Engineer, the Engineer will say:

- I didn't sign up for this!..

7.

If you click with a Soldier, the Soldier will say:

- We're sitting ducks here! Let's check out that house up ahead and then get the hell out of here!

If you click with a Medic, the Medic will say:

- If any of "Gamma Squad" survived, they are probably in that house up ahead.

If you click with the engineer, the engineer will say:

- That house up ahead can provide us some cover!

---------------------

Unfortunately because of engine limits my Programmer partner decided that speech bubbles are to hard to implement at this point but I still keep the prelude map, I just hope I got enough visual hints to show all that text was explaining




remindedr this is the scenario map that follows:



UPDATE.

The second Tutorial stage is done.

The first one was the interior of APC where the player learns basic controls + story lore and some character development.

This second one puts player in danger and teaches him about interactions + some lore.

The old tutorial was to standard, it was in a building and we remade it because we want players to always experience new environments and situations, we do not want players to get bored. ALso, all mechanics will be gradually unlocked not all of a suddent, and as much as possible we try to mix them with game lore and story plot.



Announcement

This month we will work exclusively on a vertical slice beta version.


Our main goals are:

- have private tests for users who contributed to our Discord with LVL 4 and above.

- send a version to a very small amount of youtubers

If you are interested you can join our Discord room here: https://discord.gg/J2E2YWK


(+1)

Cool, I would like to try it when it's finished!

Small update

So we decided to add a reset skill button, the twist is in order to have this option you need to first research it in the R&D screen. Mostly of R&D upgrades open actual features, not stats bonuses, another example would be the minimap, you first need to research it in R&D, and after you can build it in Car workshop as a permanent upgrade and one of the most critical features is the active command mode aka (tbs), in order to have this feature you must also first research it and after building it in Car workshop



Update and tests on the Telepathic flesh creature grown in walls 

(+1)

The danger rectangle reminds me of those scenes in games and movies with air fights where you are trying to lock your enemy to shoot a missile. :-D

(1 edit) (+1)

Yes, I can see why usually it got this effect when multiple creatures of this type are on screen.

I was aiming to make something fresh regarding strategy creature design.

And as you can see they are pretty easy to kill if you have more squad members, but if I were to combine these creatures with additional zombies or other monsters then this could be a nightmare scenario for the player

(1 edit)

Since we started the Beta we realized that we have a ton of mechanics that are not explained. so we now work on bug fixes and on making the learning curve more clear & user friendly.


Here is a mockup of the AP system explained.

Variant A

Variant B


We are also going to lock many features from the game and make them unlock gradually to give the overall feel of a reward rather than an actual tutorial.

(1 edit)

 We decided to split the game into 3 parts

part 1(all this will also be in the demo version)
- tutorial/learning curve
- 20% random generated content
- fixed path
- plot/story/lore introduction
- 8 unique scenarios
- 5 days of travel map

part 2 (this will be the core of the game)
- more flexibility, allow the player to explore
- 60% random generated content
- multiple paths
- 15 unique scenarios
- 30 travel map days

part 3
- multiple game endings
- 40% random generated content
- 6 unique scenarios
- 15 travel map days


Edit:

Uploaded schematic



Minor update.

Convoy:

To add a bit more of plot logic and mix it better with the tutorial I decided to unlock:

- Car upgrade screen unlocks after the player finds, repairs, and adds to his convoy the mobile repair truck.

- Research & Development screen unlocks after the player finds, repairs, and adds to his convoy the mobile Lab vehicle.


UPDATE

All assets for scenario 06 are done.

I aimed for simple gameplay here, also by this point the player will be familiar with all basic mechanics.

Mainly you must fix the vehicle(doing so you will unlock the workshop menu) by looting components from the map(or if you already have components from the previous exploration even better)and during this time you must also protect the perimeter against the undead. After the vehicle is fixed and you have the key, the exit grid will appear

And a small twist at the end, the player will have a choice. increase Action points permanent + 1 during travel map but get permanent x2 prices in the workshop or do not get the bonus AP and have normal prices in the workshop.


Minor news

We finished all art, design, and maps(in editor) content for part 1 of the game plan, out of a total of 3.

This part 1 represents the introduction to lore, mechanics, and feels of the game and we also consider this to be the demo/vertical slice.

So until 20 July, the programmer works hard on implementing them in the game, so far he managed to implement around 70%. After that, we will have 10 days to do testing and final fixes because in August the programmer will take a vacation for 1 month while I will deal with marketing for the demo(mostly a private Youtuber strategy)

I hope we will have the version done by end of the month otherwise we will have one dead month of development in August

Have a great day

deadlines,deadlines....deadlines

I finally manage to make a coming soon page for this game on Itch.io.


https://16bitnights.itch.io/chromosome-evil

Moderator(+1)

Posting to unlock this topic.

(+1)

A lot of work has gone into this bud, I can really see the passion in each gif, good work.

Thank you for the kind words!

UPDATE


Development map of where are we now and what is left.


UPDATE


GAME STATUS

The demo is finished, we only got around one week of small adjustments left for it, and after we are going to send it to some YouTubers with exclusivity. And overall part 1 out of 3 is done(you can see the full scope of the game with the 3 parts in my previous post). According to the Demo results we decided upon 2 actions: 1. if the demo gets positive received by the YouTubers we are going to invest even more into the project and maybe we are going to do a Kickstarter for voice acting and custom music 2. if the Demo gets a negative reception or no reception at all, we will make some more adjustments and consider making the Demo public and going on the standard path.

TEAM STATUS 

We are both tired af. I feel like I am down on my last battery, My personal life is hard and all my hopes are in this project, 4 years I invested into this, whenever I had a hard time the thought of making this game would motivate me to go on and kept me on the floating line. Now I am approaching the end of this journey and I struggle to milk the last strength from my veins. I am both excited and scared about the upcoming results, And with this said I also want to thank you all for the support, all your feedback was good additional fuel for my motivation.

WHAT IS LEFT

In addition to the previous list, we also made a tasks list based on time requirements. 

15 story scenarios - 500 hours of work

4 endings - 40 hours of work

Achievements - 10 hours of work

Heavy marketing - 1 month before release

That is around 3 months of full-time work, impossible for us since we both have a day job, I can only allocate between 10-20 hours per week and our main deadline is 15 February, and worst-case scenario 15 March.


This being said I hope you had a good read from this small sneak peek behind the curtain.



(+1)



UPDATE TIME:

Development map status. Done: means the scenario and content is already implemented. WIP: art + design + text + editor map done just requires implementation on scenario path.  Part 1 represents the demo, learning curve, and lore introduction. Part 2 is the core gameplay and part 3 is the endings and final scenarios for the 3 paths.



I want each scenario to have its own atmospheric mood and mechanics and for one of them, I was thinking to make this small experiment for one of the final scenarios and mix top-down with side view to be more dramatic. I hope you enjoy it



While my partner Sergey is busy with last-minute bug fixing and polish before we release the demo, I took a few days off from the main development process to create promotional material for the Twitter marketing campaign which I plan to constantly do 1 month before the release and 2 weeks after the release(the release itself will be in 2022).

I will make a plan for each day what tags to use when to post, where to post, and so on, and by that time I want to already have all promo material so I can concentrate more on real-time engagement.

I used 600x600 for best res for Twitter, nothing spectacular, I will also do some in-game gifs and more.

Preview:




I used both zoom and real size footage so each one got 2 versions.

And here are some mixed ones(I do plan to have a total of around 30 of these pics and around 10 solid gifs)



oh and we also work on adding the second big boss with unique mechanics, still trying to mix RTS with horror.

Forgot about this one


So much work to do

On the last mile of development, I am adding a few shock scenarios with unique twists. 

For example, here the intro will say that just after you deployed the strike team you fall asleep, a weird nightmare where you encounter the "ancient one", the mechanics here are a bit twisted, as in you can ask questions, curious players will surely ask a lot of questions from the question pool but the twist is that the strike team soldiers will constantly lose HP during this state, will the answers be more important than your strike team health?


UPDATE

Working on the game endings.

I must warn you by now that I used minimal style for all artwork in cutscenes, to have more time to work on other features + I like it this way (windows paint ftw)

The game got 3 paths, basically, 3 entire different scenarios based on player choices(+ a lot of random content), so each path will have its own ending but also secondary ending screens based on some actions player took trough out his journey.


And this is the example of the vaccine part(fail state and win state) of the ending(I hope I do not spoil to much just in case some of you actually want to play it when it is done)






That's it for today

(+1)

The first exclusive first impression video of Chromosome Evil Beta Gameplay 



UPDATE

After this marketing round, we noticed a few issues with our game that were not discovered during testing.
So based on the feedback we now have an extra 1 month of dev time delay because we are implementing these new features:
- The game interface must automatically be zoom in x 2 on large interfaces
- all the text from the game must automatically be zoom in x 2 on large interfaces
- manual reload button on the interface


Also, we noticed some people are a bit skeptical about the save game costing resources, we decided not to remove this feature but we do plan to make it more accessible for example on morale zero the cost of save game will not require food resources just action points and will only cost additional resources when the morale penalty is high.

The difficulty choosing screen is out of the question since we want an exact player experience and by having such difficult options some may choose to go on easy even though the good experience only comes on normal difficulty.
So yes, the game balance will remain at the principle: the game difficulty adjusts according to how you play and what decisions you make.

(1 edit)

UPDATE


getting close to the end of development.


Working on achievements


We want to release in 2, max 3 months so you will need to excuse the basic icons for achievements since my time is required on the marketing plan and marketing execution after this.

We also make each achievement with extra rewards for example:

- destroy 100 zombies: gives + 2 bullets on each new game

- upgrade rifle to max LVL: gives + 2 weapon components each new game

and so on... to increase the re-playability factor, along with the multiple paths, multiple choices, and the randomly generated content.

NEXT:

I will work on the release marketing plan, I will also make posts about that too in the hope that it won't be too boring since it's not actually game dev material

(1 edit) (+1)

Now on to marketing.

The organization is important for me.

When I start the campaign I want to use my time to respond and adjust to all responses so all promotional material will be done ahead of time in order for me to be more efficient.

I will concentrate all the marketing funnel on the Steam coming soon page. And from there I plan to redirect already existing fans to my Discord to keep growing my community.

I split the campaign into 2 parts: Critical & Secondary

Critical

These are tasks that I consider to be essential in the overall release campaign, without them I think the chances of success are considerably lowered.

1. Email list updates

Target: my old custom email list needs an update, some of the content creators may no longer be active and some new content creators may have appeared

Type: part of email marketing

2. Email marketing

Target: youtube content creators, journalists, streamers

Type: slow-burn/fast-burn according to the video release timing and userbase flow.

3. Twitter

Target: Journalists / Curators / content creators - networking

Type: fast-burn campaign, regular/constant posting

5. Gamejolt and Itch.io

Target:  exposure

Type: early access release one day before the Steam full release. And full release on Itch.io and Gamejolt one month after.

Secondary

These tasks I consider to be secondary, the campaign can still do decently without them but surely they can give that extra boost(especially the Discord MK).

Also on some of them, I am doing an experimental approach so I don't know the exact results and some are more aimed toward Branding.

1. Facebook "Chromosome evil"(game) page 

TARGET: for people who already know about the game but search for more information, the extra story presentation will boost the prelude element/slow-burn and can be viewed even after release for extra lore

Type: slow-burn campaign / Branding - Story (close to comic book aproach, extra lore, episodic) hints/artistic/atmospheric marketing campaign.

2. Facebook Pixelart groups

TARGET: extra audience

Type: Indirect Marketing / fishing for audience / fast-burn campaign

3. Facebook "16 BIT NIGHTS"(company) page

TARGET: experimentation/Branding - I want to experiment a bit with minimal investment in some facebook Adds campaign

Type: official news of the release, fast-burn campaign

4. Gamejolt (similar to Twitter mechanics)

Target: The aim is to gain extra exposure from Gamejolt closed community + there are many small/medium size YouTubers on GJ that will also boost this effect.

This campaign is meant to also draw attention to the Gamejolt version release. 

Type: both slow-burn and fast-burn, includes regular posts that will end in a  release

5. Deviantart

Target: extra audience + old DeviantArt subscribers fans refresh

Type: fast-burn and slow-burn, one round, post 10 picture art from game in one day in order to get all new submission section 100% covered. This also helps with Branding.

6. FORUMS

Target: extra audience

Type: slow-burn, I made a post about the game on aliens forums, 40k forums, and other external community forums and now I will bump all threads for a refresh

7. Keymailer & Indieboost

Target: extra audience

Type: fast-burn, The demo will be available for most content creators one day before release to increase exposure.

8. Discord

Target: extra audience, target entire gaming communities

Type: fast-burn, will mostly post links from other campaigns in art, self-promo, and other allowed rooms

9. Itch.io

Target: extra audience

Type: fast-burn, release free version 1 day before Steam release to increase extra exposure and full release 1 month later

10. Reddit

And there is also: Reddit although I do not have much experience there so I will need to improvise along the way

11. Steam news/annoucements

Target: This campaign main goal is to "resuscitate" older wishlist players that forgot about the game and to show activity before release

Type: fast-burn campaign

12. 16 BIT NIGHTS official site

Target: community

Type: Branding, official news

-------------------------------------------------------------------------------------------------------------

I cannot enter into details on all points in just one post but for example, I will take:

3. Facebook "16 BIT NIGHTS"(company) page

TARGET: experimentation/Branding - I want to experiment a bit with minimal investment in some facebook Adds campaign

Type: official news of the release, fast-burn campaign

This is meant just for official news to already existing fans and JOurnalists that are interested in our projects.

https://www.facebook.com/16BITNIGHTS/

I will make an announcement post on the official Facebook page of my Company regarding the release and other critical news only. I will also make an event countdown for the release.

Example of content that I will be posting(please note that I am not 100% sure I will release in March but I made this so you understand what I mean)



1. Facebook "Chromosome evil"(game) page 

TARGET: for people who already know about the game but search for more information, the extra story presentation will boost the prelude element/slow-burn and can be viewed even after release for extra lore

Type: slow-burn campaign / Branding - Story (close to comic book aproach, extra lore, episodic) hints/artistic/atmospheric marketing campaign.


This is a bit experimental.

https://www.facebook.com/ChromosomeEvil/

I did not enter this page in any of my marketing funnels but I noticed I get some new views from time to time, mostly I suspect that after people hear about the game and they are interested they do an additional search for it on social media and they stumble upon this page. My goal here is just to solidify already existing fans by posting lore-related content. For example, I took the intro cutscene images and modified them a bit to fit the Facebook criteria and when fans enter this page they will have a nice story to read in order to be more informed by the game's lore. In a long term, this can also help with the branding but this will not cause additional exposure unless the already existing fans are impressed and they do a bit of organic exposure to their friends.

And these are the promotional material that I will be posting for this task, 1 post per day in order not to mess up with the Facebook algorithm










Now if you have any questions please feel free to ask and I will do my best to answer.

Also if you have any suggestions please x 2 tell me so that I can improve, I still got time until February to do so and I don't want to miss anything.

(+1)

You should put reddit higher up on that list.  One post on the WebGames sub there and you will get many thousands of players for sure.  And there are many such subs, your game will do very extremely well on reddit, as far as actually getting people to play it. 

(+1)

Thank you for the tip. Do you have any more suggestions of subreddits that would fit my purpose?

(+1)

There's IndieDev gamedev playmygame rpg_gamers pcgaming to name some, some are for dev logs, and others for game players. Once you get into it, it will show you suggestions based on your activities, it takes some getting used to but it's a good resource.

(+1)

Thank you!

(1 edit) (+1)

UPDATE TIME

this one is regarding marketing.

What did I do last week while my partner was fixing the last few bugs left? I did a bit of email marketing.

And this is how I split my email marketing priorities until 24 March:

List 1 (past) - for Exclusive Beta footage (I think I posted about these results in the past, I only sent the press kit to 5 YouTubers that I have been following and engaging in their communities for some time such as Nook, Frazz, Splat, and so on) aim here was to create quality branding, not quantity. This list got converted 5/5

List 2 (present) - here I aimed for YouTubers that do upcoming indie games announcements, my list was custom made, again with engagement in time but unfortunately from the 5 YouTubers I aimed, only 2 responded but still, I consider this a success. Please note that for this category I haven`t sent the game only the trailer, release date, and a gameplay video from one of the YouTubers that did one during Beta.

Because indie games fans:


Because strategy game fans:

List 3 (Next) - Here I will target game Journalists, again my list will be small(5-6 Journalists) but I will do solid research first and active engagement. I will also include here a game version with locked content(I don't want too many spoilers out there + I am still doing the exclusive approach not just because I want better chances at bigger people but because I aim for quality in branding)

List 4 (after) - Here I will target very big Youtubers, it will be a 50-50 shoot in the dark because I did not have time to research and engage in all their communities, this list will probably have 10-15 people and if even 1 of them will make a video the goal will be reached.

List 5(after) - here I will target medium size YouTubers, this list will probably consist of around 30 YouTubers, I will also not have time to do many engagements but if branding from List 1 and 2 worked then this should not be a problem and should increase the exposure more as we are getting closer to the release date

List 6(same time with the release) - here I will target the people who subscribed to my site with their emails, ofc here will be just an announcement so there will be no actual game press kit attached. I aim for a big boom so I will try to synchronize this with the Gamejolt & Itch.io free vertical slice release and probably I will also give some keys on Keymailer and Indieboost although TBH in the future I plan to stop using  Keymailer and Indieboost entirely, exclusivity works so much better than paying YouTubers and risking your keys to end up on third party sites on sale.

List 7 (removed) - here the aim was people who do Streams, unfortunately, I will skip this one because I am lacking time & I am exausted, I hope it wont bite me in the ass at the end but I do hope some streamers will pick it up organicaly

As an extra note:

I will be using Gmail when sending out the pres kit because it is most likely not to get into the spam folder.

If you have anything else do check your email chances of reaching into the spam folder here: https://www.mail-tester.com/test-kc6vi0zve or just google for any mail testers.

After you send your email I also recommend dropping a message or a tweet politely asking if the email reached in good condition and if they need additional info, mostly this works best if you already established engagement in their community or a Twitter account. On my list 1, I had this luxury but for future lists, I did not have time to establish a basic engagement with everyone.

What do I scan when creating my email lists for YouTubers:

- the number of subscribers

- the amount of engagement per video(likes and comments) in the report to the subs

- the flow on which videos are released

- the type of content must include my target audience

- the quality of his videos

- last time he was active

This being said, I had a long chat with my partner Sergey who does the programming and brings my design to life(I have huge respect for this man, in 4 years he ALWAYS provided 2 updates per week, no breaks no computer broken no shit excuses) the chat was in regards to the future after release. For me, it is too much to do both A. art, design, testing, story and B. PR, marketing, community management, so after this project I want to choose just one of them, either A or B, I personally incline more for Marketing and PR but we shall see, the decision is not final yet.

I hope you Gentlemen found some useful information through my post.

I salute you!

Thank you guys for all the kind words and support!

A lot has happened behind the curtain last week, my partner might go indie full time sooner than expected because of various reasons but I will let him post about that when the time comes.

Meantime a small brief of my past week tasks

Press kit / Landing page update/polish: https://16bitnights.com/chromosome_evil/
Because next week I will be on List 3 - Journalists, I need to have the press kit at its best quality, Journalist require a more polished approach when coming to press kits.
My aim here is to get 3 Metacritic approved Journalists in order to get a Metacritic score. I will probably search for similar games reviews and contact those journalists, I only need 3 but TBH my hopes are very low, they are mostly already bombarded with many emails and have very little time + many of them require early engagement and scanning for their preferabilities, this translates into time, time that I have a very limited amount of. I used to be in contact with Owerpowerd noobs but unfortunately, they lost the Metacritic approval a few years ago.
This step is not critical but it is a very solid addition for branding & can help open doors easier for the next steps from my email marketing list.

Steam Developer Page: https://store.steampowered.com/curator/25256606?snr=1_5_9__2000
I also managed to establish my Steam developer page, I should have done this a long time ago but better late than never.

Update official site news: https://16bitnights.com/
Just a simple update, I created entries regarding things I already posted here, such as a case study on "How to evaluate a publisher", case study on "Email marketing" and the first gameplay video of Chromosome Evil.

Social media posts regarding my latest entryhttps://forums.tigsource.com/index.php?topic=73024.0
Since I made this email marketing template I decided to share it in some places like Tigsource, Itch.io, yoyo forums(game maker), and Reddit.

Twitter: https://twitter.com/16bitnights
I did some posts regarding CHromosome Evil, I also engaged with other people's posts with some likes and minimum comments and I had a few private conversations with some people in the market, basically a bit of networking.

Discord https://discord.gg/J2E2YWK (PS: feel free to join)
I did a bit of chat with people in the industry(not related to chromosome evil) just for more networking & engagement on external Discord rooms + some community management on my own Discord(I do have a nice level-up system on my community that I will probably also share the template in the near future)

Tiktok
Yea I installed TikTok, it is very toxic if you ask me but I want to experiment with marketing, I know that most people there are very young and my target audience is mostly 20+ but I still want to try it out.


And that`s it for now gentlemen

(+1)




So much has happened, I don't even know where to start ...

So I try to stay away from Political topics but unfortunately, some also affect my Game dev career so I will try to describe the events as neutral as possible.

The first event.
Last week my partner Sergey D. decided to quit his main job and go indie developer full-time, he got money for 3 more months but this, in theory, should not be a problem because the game is now finished and the release is just around 25 days away so he should start receiving income from the game sales within a maximum of 3 months and our worst-case scenario on sale projection covered his risk factor.
His worst-case scenario is to make his share around 15.000$ profit within the first year, mainly with all expenses and my share we need to make 50.000$ profit within the first year.
I was so happy for him and I got excited and also started preparing my own job quit moment, I planned main for 22 of May since that is also my b-day even though things are very hard on my day-job I wanted to wait a bit to see the exact release results.
BUT ...
The situation from Ukraine - Russia will affect our situation and we are trying to adapt. Especially since my partner is from Russia and I am from a UN country. Mainly:
1.1 If SWIFT will get banned how the hell can I send him money?
1.2 we discussed a worst-case scenario of him coming to my country to give him cash but then again he cannot take more than 10k $ through Vamal customs + the flights might be banned so he might not be able to come.
1.3 50% of our target audience is from Russia so many of our fans will not be able to use bank aka won't be able to buy the game. How will this affect our game sale projections and estimations?

This is a bad situation for my partner since he got 2 kids to raise and he is the head of the fammily and got nothing to do with the conflict.
After working with him since 2010 on different projects I can clearly say he F***ing deserves to finally get his full-time game dev career independence.
So we keep going forward and see how the situation evolves.



On to the second event.
A few years ago I made a game TAURONOS( https://forums.tigsource.com/index.php?topic=59788.0 ) with another programmer from my country Tudor Vaida, we managed to find a Publisher from Ukrainehttps://restlesscorp.com/ ) that helped us publish the game on Nintendo Switch and Xbox. He took care of both marketing and the porting process and was very transparent and cooperative so we truly enjoyed working with him. He is one man army, as indie as it gets.
So due to recent Ukraine conflict events, we decided to let him keep all income on Xbox and Switch as effective immediately. He will not be able to make giveaways of our game and porting to PS would require a new contract but with all the income TAURONOS makes on Switch and Xbox he will keep it non-recoupable.


And the third and final event
Marketing, lots of emails sent lots of work I don't feel capable of doing a constructive post about this now, I am exhausted.
But as a small side-event, my partner finally made a social media account on Twitter if anyone wants to drop him a follow https://twitter.com/DovganovskiyS

I don't know what the hell will happen now with this worldwide situation and how will this affect our release and game dev career, I will admit I am a bit scared.



Gentlemen, I salute you!  Gentleman

(+1)

12 days until the release

(+1)

Good news!

Vertical slice/early access is now available to download for free on Itch.io

https://16bitnights.itch.io/chromosome-evil

(+1)

Good news.


The game was released on Steam.

We still work on improving it based on the players feedback

(+1)

Work on new content continues.

Here is a preview.
We plan on making an entirely new system for inventory/crafting





(+1)

Main game version of inventory(old one):





 expanded version of inventory(new one)




and


+ Just made a post about community management if anyone is interested.

https://itch.io/t/2072083/community-management

Today I finally reached my dream and quit my job. Now I am a full-time indie game developer. I only had to invest 10 years of my life to reach this point but it was worth it.

Thank you Itch.io for contributing to this outcome!

(+1)

We are now working on some extra content for the game and we hope that soon we can release the full version on Itch.io too

we just got accepted into the Fearfestival powered by Feardemic 

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