|Posted by Chris Crooks on October 8, 2013 at 6:35 PM|
Well gang, IndieCade came and went in a pixelated blur, and there is much to report. Good news as far as our primary goal was concerned: we found a likely artist plus a few others, and we secondarily we do have an Ouya and hence a dev kit, but as far as funding goes, IndieCade does not appear to be a good place to find investors. Gaming press, fellow devs, artists, sound designers, yes, but I guess it's too low-notoriety to attract much in the way of big money. No worries, we got a lot of advice about how to get the game ready to pitch to publishers, and a lot of advice on building a community for crowd-sourcing. We plan to have FreeHolder "pitch-ready" by the end of the year, so we can hit the ground running, providing I can suss out any potential publishers and make the all-important contacts. Failing that, we are going to triple our efforts in building a community so as to have some sort of leg to stand on if we go the KickStarter route.
Overall, Matt and I came away immensely energized. Having an actual working demo merely in need of a great deal of polish instead of months of grunt work put us ahead of the game compared to at least 75% of the devs there, who "want to make games" but have no product. Most people seemed astonished that we hadn't already starting pitching it or what have you because we're quite near to the point where that is usually the case, our somewhat niche target market aside. I maintain we just have to find the right set of eyes.
We saw some great talks: the writer for Bastion talked about making that game and transitioning to their next target, one of the creators of Myst mused about that phenomenal franchise, Jonathan Blow dropped some wisdom re: puzzle game design, and a slew of other useful seminars ranging from getting onto the Nintento e-Shop to managing public relations. It is an ideal starting point for newb developers, but only a starting point. The low cost of entry is a major plus, but the buzz was that the Independent Games Festival is a better bet as far as investment is concerned. We shall see.
More thoughts forthcoming, but during the Game Slam when I pitched the three concepts behind roguelike games that I found most compelling, another developer named Tyriq Plummer, owner of FourBitFriday, showed off his 2-year roguelike platforming project called Catacomb Kids, which blew my mind something fierce. I'd been toying with the idea of a procedurally generated platformer, and what do you know this guy has been working away at this very thing for a long time! He coded and drew everything himself, it looks great, and I'm excited as all hell about it. Check out his site: www.fourbitfriday.com, and show him some support! Talk to you all soon.