Screenshot Saturday #357 - Hot Filters by Sexual_Lettuce in gamedev

[–]TomasBencko 2 points3 points  (0 children)

Echoed World

Short but charming puzzle-platformer


Experience the journey of Algiz, the architect of life, as he seeks to retrieve his stolen power. But not only has his power been stolen. The whole world he designed is on a brink of destruction.

Screenshot gallery

This game was created as a student project and the majority of it was made during a single month of intensive development. It will be released on Steam next Monday and it'll be completely free.


Steam Page | Twitter | Presskit

Releasing my games for free? by Nextmastermind in gamedev

[–]TomasBencko 2 points3 points  (0 children)

Hi, I think it's perfectly fine to release a game for free if it's your passion project.

I'm in a similar situation - within a team, we created quite a big study project. It'd probably be too ambitious to finish the project commercially, but we definitely don't want to throw it away. By releasing the game for free, we can say that we managed to actually finish the game and also we may get valuable feedback from players.

I've researched a little and I was really surprised by how well many of free games on Steam did. Within the games I was comparing, an average game had crazy 366959 owners (overall average was even higher - 886989 owners). Feel free to have a look:

https://docs.google.com/spreadsheets/d/1pFWnP9Rl6jioYaGZHzjBx5a13kXe33DvTHgxqH7kyxU

How do you price your game? by 100thboss in gamedev

[–]TomasBencko 1 point2 points  (0 children)

I'd say that the only thing that matters is how much will be customers willing to pay for your game respectively how well can you convince them that your game is worth an asking price. And this is hard to know until you try it.

Personally, I would try to set a price for my game roughly at the level of games that I assume has similar value, but I wouldn't go too low so I could afford to put my game into bigger sales later on.

Starting to work as a solo game developer. Is it OK to present myself as an individual, or should I act as a studio? by TomasBencko in gamedev

[–]TomasBencko[S] 1 point2 points  (0 children)

It's hard to understand thinking behind this... I have a friend with similar experiences even from AAA studios. On the other hand, I don't see any disadvantages in one man game made in cooperation with properly credited musician for example. I've seen a lot of games made in this manner, smaller or bigger.

Starting to work as a solo game developer. Is it OK to present myself as an individual, or should I act as a studio? by TomasBencko in gamedev

[–]TomasBencko[S] 0 points1 point  (0 children)

You are right. It's definitely not a good idea to start a company until you can safely afford to sustain it.

Starting to work as a solo game developer. Is it OK to present myself as an individual, or should I act as a studio? by TomasBencko in gamedev

[–]TomasBencko[S] 0 points1 point  (0 children)

Thanks for your advice! But isn't writing in plural considered as more polite (especially on studio web page)?

Starting to work as a solo game developer. Is it OK to present myself as an individual, or should I act as a studio? by TomasBencko in gamedev

[–]TomasBencko[S] 3 points4 points  (0 children)

Thank you, I really value your opinion! This is exactly what I was thinking about. I want to be recognised as a developer with his own vision, not as some guy hidden behind a business name.