Yeah, that would have been great but we simply didn't have the time for it - thank you very much! :D
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Yeah, that would have been great but we simply didn't have the time for it - thank you very much! :D
I don't know where you live but at a threshold you probably need to pay income tax. I make the really pessimistic assumption of gross income*0.35 to assume it for future paid titles. I don't know if you need to think about VAT - it was the case that I needed to pay VAT extra on top of a game if I bought it from a European developer (and I'm also based in Germany) but this has changed I think (I tried to donate to the same game at the moment and wasn't asked for VAT.) I wouldn't think a lot about it yet - first of all try to get 1000 bucks of gross income - there should be your focus :D
We try to do everything. I will share some tips but some of them are very basic and I don't know which of them you already thought about.
Caveat: We only have free games and don't sell any (yet). So, take this with a grain of salt, I just share what worked for us and we do a lot of this before we release a game.
Write to press. Like really many people. Give them free copies, if you don't do this, they won't review your game (they might not do this anyway). Don't stay away from little blogs. You won't get much out of it but if you can be everywhere you should. Write to press that isn't in your native language (I assume it's English) and send them free copies with an English message.
Write to YouTubers and Streamers. The chance that they will pick up your game is tiny but it's possible. Our biggest spike ever (1500 downloads in two days) was with a Let's Play of a big YouTuber from Brazil (we were just lucky btw).
If you think about a Linux port - the community and press around this is often very welcoming even if the market is tiny.
Reddit was a great way at least for us to share our game. r/gaming is relatively pointless if you don't really know how to use Reddit, just use niche subreddits for your game and do not just market it - be part of the community etc.
I saw that you have a devlog - share it maybe on more platforms, if you haven't already. Long term YouTube might pay off.
And rework your trailer - we also need to figure this out but your trailer is not great. Get some inspiration from the bigger Indies - it's one of your best assets. I saw that you only used like 3 tags on your Itch.io page - use all of them.
Many of these things require a lot of work so I would recommend three things:
- Get someone with an AMD CPU and Graphics Card to test your game to complete the system requirements.
- Use all the tags (and rewrite some of the description - that this game is made by one person is nice but it shouldn't be the main hook and you have some errors in the text (we often ask people who can write better English than we can to help us (we are German, still learning)))
- Write to press (and maybe rewrite your trailer before)
After that a list of things which people recommend but we don't do:
- Have a Discord (we don't have enough followers yet)
- Ads (we don't really know how it works, don't like it really and don't have so much spare money)
- Support every system possible (we don't have a Mac and don't have spare money to buy one, we don't do mobile (yet) for various reasons)
I hope this helps and good luck with Blixten Quest :D
PS: https://itch.io/t/56343/how-do-i-promote-my-new-game this might also help a bit :)
PPS: Did you make a Release Announcement in the Release Announcements of Itch? :D
Long time no see! Sorry – this won't happen again that soon (hopefully). Due to the fact that we were in Berlin at the A MAZE. and visited Poland after that our schedule was a bit all over the place. But we have made two videos nevertheless – first of all our new DevDiary video and second the A MAZE.-Video, check it out if you want to!
We make a lot of progress on different things – Angela is doing a lot for Devastated: Andrew's Dictaphone and I'm very happy with the new direction because it looks much better than the old art.
We put a lot of emphasis on animation so that the whole game should give you a vivid impression of the story.
Sure enough, we still need to start recording the voice part but at the moment I'm happy with the progress and I hope that we will release the game this month. But we don't want to announce anything yet and give it some freedom to evolve.
Angela also started learning to work with ProBuilder in Unity to help me when we will focus on 3D games – I will do everything related to more complex modelling but Angela can do the basic leveldesign and this should definitely speed up the development. I made a basic sink which is more or less finished right now and I'm practicing everyday.
It will take a bit longer but I'm really confident with this. It wasn’t really that useful when I was learning programming and would only have been applicable in the future and I had no real visual progress. With 3D modelling I can help with future progress and do visual art – something which I never had really access to. I really can't draw so 3D modelling is the best way for me to learn.
We also wanted to thank you for over 3000 Flufftopia downloads! This number is incredible and we never had expected this success. By the way – Angela also started a blog and she will report a bit broader about our progress. I often focus on one project and she thought it would be neat to have a wider perspective. You can look it up on her tumblr or on Steemit!
Until next week :)
Hey Daniel (ha, that's my name too :D), I uploaded a Linux and Macbuild - normally we only do Windows and after a week we also upload a Linux version after we tested it properly (at the moment we aren't at home and can't test it) but we don't have any testing rig at home for MacOS and I don't feel so comfortable with untested builds. Nevertheless I made an exception for you and I hope it works :'D
So we are at the A. MAZE fest right now and a mini game jam was taking place. SO we thought why not participating in a jam for the third time this month? :'D
This is SOULMORPH, a very short experience which allows you to change your soul. Or something like that. The themes we chose were
"THAT's not a REAL game!" and "What is this device?".
You can check it out >here< if you want to ♥
We did it! Our Dating-Sim-3D-Platformer mashup is finished and released :D It won't take you more than 5 minutes to play it, so have fun :)
I hope you will like it!
It's Windows only and only in English but we will add a German build and a Linux version after the jam and the rating ends.
We are making progress :D So far we have the basic level layout, some code, some objects and 2D stuff for the dating sim part :D We never did 3D before so we are a bit slow especially in regards to texturing but we learned a lot on the way. I think we will manage to complete the game in time, maybe not with Linux support and maybe not in German but completed :)
Hopefully everyone has a nice jam!
Ludum Dare started and we (Daniel, @Moaning_Clock and Angela, @MadameYavi) thought it would be a neat idea to write a devlog and post one or two entrys a day :D
We also make a YouTube video about our progress everyday. You can check out the first one if you want to!
Today was a slow day for us because we went to the birthday party of my grandmother and it's a very long distance for us. We woke up ten minutes before the jam began (three o'clock in the morning in Germany) and discussed the theme in first train we took. We had ideas about a Point & Click racing game (an idea we‘ve been thinking about for quite a long time now for no particular reason), a mashup of a shooter and a dating sim, a horror tower defense game and many more. But none of them stuck with us for different reasons but then I came up with the idea of a mashup of a 3D platforming game and a dating sim with some really weird elements. This idea is perfect for us because I can make 3D models (something I started to learn recently), Angela can make 2D art for the textures and the dating part, it shouldn't be super hard to program (hopefully!) and we can expand or shrink the concept if we need to. We planned on making 3D games in the future nevertheless so it‘s a perfect opportunity to start learning! We want to release it for Windows and Linux but if we don't have enough time left for proper testing we will only make a Windows build (but add a Linux build after the jam). If we have enough time left we are also going to make a German localization but we will see how it is going.
We now have some basic 3D models, some textures and many ideas which we want to implement! We don‘t have that much to show yet though because we‘ve been on the road all day. But this will, of course, change very soon. So, wish us luck :D The next days are going to be interesting :) Until later and happy jamming!
Programs we will be using to make the game:
- Unity 2017 - Visual Studio 2017
- FL Studio
- Visual Studio
- Open Office
Hey folks, we changed some of the plans regarding Devastated and decided to make a narrative piece instead of a more traditional Point & Click game. It will be a bit like a walking simulator but in the boundaries of a Point & Click game. We decided this way because we simply weren't happy with the old idea anymore and that meant: change it or scrap it. We changed it and we think the new concept might be even more interesting :D
I hope the game will be finished in the next 2-3 weeks but no promises here! The title won't change and the artstyle will also stay the same. We also have a new video where we speak a bit about the development of Devastated and show some of the process how we are doing the art now :)
here's one of the new scenes!
As a part of the Fakejam gamejam in Berlin (https://itch.io/jam/fakejam-2018) we made a little game in about 24 hours.
You can play it here: https://smokesomefrogs.itch.io/news-or-truths
You play as a journalist who just got a new job.
After a while you get some... special offers.
It's a very short experience with four endings for Windows :) We will make a little update in the future and will add Linux support :D
Hey, we wrote a Postmortem about Flufftopia :D We also hit the 2700 download mark on Itch.io which is absolutely crazy - tomorrow, the game will be one month old :) Thank you for your support!
This is a short and nice game I really enjoyed. It's a shame that it wasn't finished.
The whole point is to escape from your routine and your work - really nice details and thoughtful, extremely weird atmosphere.
I think it took me about 20-30 minutes to finish it completely and even though I got a little bit motion sick it was a remarkable experience.
Hello! I thought I would write the next post for this devlog when the 1.2 is out which will be in a few weeks/months but it seems that I was mistaken. Anyway, a new update for Flufftopia is out now! Sorry, it's not an April Fools' joke, just a little update. We only wanted to change something in the credits and just push it out silently but then we thought about adding a tiny bit of content to the game. There's one typo in the German version which is fixed now and a new random fact! We also added a new worker :)
We call it the 1.1.1 and it's exactly 1 percent better than ever before! At the moment, we are working on Devastated and make steady progress. In regards to Linux we multibooted an old PC (which I recently bought from a friend) with Solus and Ubuntu (and Windows 8.1) so we have another testing machine (Flufftopia runs nicely on Solus and Ubuntu!) and aren't only relying on my little Lubuntu machine. Still we only tested the 64 bit versions but it seems this is the absolute majority of Linux users today. As we were testing we also found a little error which we fixed (nobody noticed it before). We also changed the compress format for the Linux versions from .zip to .tar.gz because it seems to fit more and afaik the permissions are saved in the .tar.gz file but not in a .zip file. Sorry, if I'm wrong – my knowledge about Linux is still limited but I'm working on it :D
We had a bug on Ubuntu regarding a part of the story where you need to type something and every input was taken twice even if you would just press one time. This seems to be a problem for Ubuntu (in other distros it runs fine) with our particular version of Unity and we simply changed the text that needs to be typed instead of fixing it (workarounds ftw :D). We could have updated Unity but this can lead to horrible outcomes so we just went the safe route. There was also another minor bug which only one person pointed out and we also fixed that.
If you haven't downloaded it yet, JUST DO IT! https://smokesomefrogs.itch.io/flufftopia
- Fixed error with the second mine upgrade
- Changed the credits
- A new random fact
- A new worker
- Fixed typo in the German version
- The Linux version is now a .tar.gz file and not a .zip file anymore
- Bug fixes/workarounds
Nice to hear that you already are considering in changing it :) It would be nice if you could look up the numbers of the two replaced/deleted numbers but only if it isn't a lot of work. I have the numbers from a day before and wrote the complete download numbers down after it happened and can calculate them with a margin of error which is definitely enough for the postmortem.
Does it affect the ranking when I delete a file? I think many developers would consider deleting their "Hidden Files" (and free up storage) if they would keep the statistics and would know if it affects the ranking.
Today, I reuploaded my Windows build to test something and I think since it was named like the old file the system deleted the file that was online. After I saw this I tried it again to verify it with my other windows build (the english one) and quit without saving, sadly the build was deleted nevertheless. It would be great to have some sort of warning message? It's not a big problem for me because I simply reuploaded the two builds but I fear a bit that it has an effect on the rank and also I wanted to share detailed numbers in a postmortem.
tl;dr: I think it would be great if you could see the download numbers from deleted builds.
Back on track. We initially thought we would continue this devlog in the end of February but it seems that we needed a bit more time. Angela is redoing more of the old art to give the game a consistent and clean look. She also started working on the code for the game and at the moment everything seems to be working. We also are making a little game on the side with a friend of ours. It's also a Point and Click Adventure so we can reuse a bit of the code :D
We wanted to release Devastated in the first quarter of this year but after our programmer left the studio we wanted to create a smaller game first to get enough experience. The outcome was Flufftopia, an experimental clicker game: https://smokesomefrogs.itch.io/flufftopia.
We are confident that we can release Devastated in the next one or two months :D
Here's a screenshot of some of the redone art :)
Hey, I just wanted to ask is there any other option to look for languages other than typing the language in the search bar which is a little bit inconvenient because for example when I search for Dutch games I get also games in English about the flying dutchman etc.
Surely there is the possibility to click on a language of a game in the description or type it in the address bar /lang-andtheabbreviationforthelanguage but this methods also are not as fast as possible.
If there's not an option which I simply haven't seen yet, I wanted to ask if you could add the option to add a language button in the left where people can search especially for their languages? And also maybe control the ones which are adding 10 or more? ~ (some of them are just textless; this annoys me a lot on Steam.)
Sometimes I just want to play a game in a language which I'm learning and I think it would encourage localization :)
Thank you and sorry if I just overlooked something!
First of all thank you so much for the support and the nice feedback :D
We were incredibly lucky and got featured by a YouTuber from Brazil, Felps. He has over two million subscribers and he made a video about Flufftopia! Even though my mom is from Portugal my Portuguese is really bad but I did understand what he said more or less :D
Also we got featured on the Twitter account of Itch.io which was very nice and unexpected since the game has been released two weeks ago :) We thought only new games are featured on Twitter so it was a nice surprise :D
Due to the Let's Play many people visited our page on Itch.io. It's incredible to have so many downloads. Our secret dream was to get 1000 downloads in the first month – at the moment we have over 2000 which is crazy. Our last game Intra-System: Trust Issues has around 1500 downloads after a year now and the numbers of Flufftopia were great for our standards even before the Let's Play. Honestly, it's fucking bananas and came from nowhere. Especially after our horrible launch.
We got asked if we could make an Android version but at the moment we don't want to. It's always kind of a balancing act – when we are porting and testing the ports we can't expand our games/create new ones etc. If we wanted to make a good port for mobile platforms we would need to redesign a lot of the game and we don't think that it fits the platform; also iOS won't happen and Mac isn't very probable in the near future since we don't have one. At the moment, we focus on Devastated and after that we want to work on a new and bigger game and also release the 1.2 of Flufftopia which will contain an Idle Mode, additions to the story and many little tweaks. We also want to expand the list of random facts about Flufftopia because it seems that this is a major part of the experience for many players.
Do YOU have any suggestions for Flufftopia for the major update? It will still need some time and we would appreciate any ideas :D If you want to say something about the story please make sure to write a spoiler warning or something like that :)
Hey! Daniel here :)
This week was really exciting for us and we are extremely happy with the numbers – if we are lucky we will hit 500 downloads today (we never expected this). After some stressful weeks Angela (MadameYavi) did go on a short vacation for three days and yesterday she got back and we worked on a little update today.
We made only small changes to the game itself because we wanted to focus on porting and testing the ports. First of all the Windows version is now 32 bit instead of 64 bit because the game won't need more than 4 GB of ram and it's absolutely compatible. Also we made a Linux build and actually we didn't want to do this yet (it was planned for the 1.2 version) but we thought: why not? And the 64 bit version worked great on our little Linux machine. We did not test the 32 bit version because we don't have a machine to test it and sure you can test it under vms but we simply think that this is not 100 percent accurate because a vm isn't a system which is used over many months with the typical quirks of a system but … we might be wrong with our thinking. What I want to say: If you have a 32 bit Linux system it would be great if you could write us feedback and if you run into any problems we'll try to figure it out :D The 64 bit build was tested under Lubuntu (I love it <3). The pc for the Lubuntu is also our weakest machine and it worked pretty well (the highest resolution was a little bit too much and the animations had a slight stutter but 1600x900 worked great), so we have system requirements! Minimum is a J3060 (1.6 ghz (but it should also work on weaker systems)) and recommended is an astonishingly powerful G3900 (the two cores with 2.8 ghz rock the blocks!) We don't have a machine with under 2 gb of ram but it should work greatly even with one or less we think because it never used more than 300 mb ram. If you have 2 GB ram or more you have plenty.
Yada yada yada… technical stuff aside we also changed other stuff. There was one button in the english localisation which was still in german (it read 'Arbeiter einstellen' instead of 'Hire worker') and some typos in both languages. We also changed some phrases because I didn't like the wording and in some cases adjusted the speed of the text changes.
The only thing which is noticeably new though is a new worker you can hire and I think he is really cute :D
We thought about a worker in a panda like design but the results were just a little bit too weird. Nevertheless I wanted to show them:
And now we're finished with Flufftopia! Just kidding, we are thinking of lots of things which we can change and there is still a second game mode which we want to introduce and a lot of other things (some graphical options for example) but it will take us some time to make it as good as possible. For the moment we just wanted to fix some little problems and make it accessible for more platforms (if we had a mac we would show some mac love but we are poor). We also made a new trailer. The old one was made in about 30 minutes because we wanted to release the game on the 6th of March and had some weird bugs in the end which took way too much time fixing. The whole launch was a little bit rushed unfortunately so … yeah here is the new trailer!
There are two bugs which we are aware of which aren't fixed (yet) but they are not gamebreaking and only minor things. Sometimes the fluffcoins per second display reads something like 46,000001 but if you hire a new worker for a building it goes away and it doesn't have any impact whatsoever.
The other bug happens only on rare occasions. This bug could also be interpreted as intended and you can finish the game without any problems nevertheless. It only showed up sometimes when we were testing internally and we don't have any reports about it yet, so we think it's fine if we fix it in the next update. Please be a little bit patient when we can't figure the problems out on the spot – Angela is using Unity for about two months now and has no programming background at all. We are still learning :D
Nevertheless if you run into any problems write us an email! firstname.lastname@example.org
We will work on new projects but the 1.2 of Flufftopia will arrive in a few weeks! :D
If you haven't downloaded the game, do it! :D It's free: https://smokesomefrogs.itch.io/flufftopia
- New worker!
- A little fix for an upgrade (the second mine upgrade)
- A graphical fix (one of the clouds had outlines?)
- Some text edits (pacing, typos, wording)
- Windows is now 'only' x86 for better compability
- Linux build (x86 and x86_x64)
- The credits music is now a little bit louder
Another quick update - at the end of the weekend we will release a little update (fixing an error in the english localization and a tiny content update (there is a concept for one of the workers which absolutely needs to be in the game)) before the bigger update (where we will try to make a working Linux build) and try to make it playable on x86 systems :)
At the moment we hit 300 downloads and are really happy and grateful :D We really didn't expected so much downloads in the short time frame :) Thank you!
A little update on the release of
Flufftopia! At the moment we have over 100 Downloads and Leafo from
Itch.io was so kind to put us in the fresh releases section so we are
on the frontpage which is absolutely awesome!! :D
We are really happy and at the moment we don't have many bug reports and they are only minor issues which will be fixed in the next update! We will try to make a Linux build and test it on our Linux machine but we don't know if it will work and we don't want to put something out which just doesn't work!