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Which ones, please, and how? I'd love some good recommendations, and to examine how those companies did it!
by triplesec 14y ago
Which ones, please, and how? I'd love some good recommendations, and to examine how those companies did it!
- archagon 14y agoOne very notable example is Sword & Sworcery EP. The guys behind the game did a talk at GDC '12 about making games for niche audiences instead of stooping to the lowest common denominator, but I can't seem to find it. Simogo has made a couple of very unique and artful games, including last year's Mobile Game IGF winner Beat Sneak Bandit. It's notable that their games are premium priced ($3), but still have hundreds of reviews. Mika Mobile is a husband & wife team with a number of fantastic brawlers under their belts, including Battleheart and Zombieville USA 2. Tiger Style is (in their own words) a "distributed collective of independent game developers" that have most recently developed the award-winning exploration/space-gardening game Waking Mars. Jeff Minter releases a new iOS game what seems like every other week. (Though he once characterized it as "run[ning] frantically on the iOS treadmill".) Zach Gage has made a number of small, fairly popular games, including SpellTower and Bit Pilot. ("Net Gross for me is probably around ~110k for 3 years of work. but the profits would probably be quite a bit lower than that") ----- Notable recent failures include Punch Quest (F2P model didn't yield any income, so they switched to paid) and Gasketball (again, the F2P model they were using was too permissive). ----- So, not a perfect ecosystem, but not an abysmal wasteland either. Enough for the kooky hobbyists to get by as long as their products are top-notch and their business model makes sense. (At least that's how I see it.)
- triplesec 14y agoBig thanks! Wish there were a favourites list on here