Postmortem: Gunmetal Arcadia Dallas Society of Play J. Kyle Pittman @PirateHearts minorkeygames.com
Postmortem: Gunmetal Arcadia Dallas Society of Play J. Kyle Pittman @PirateHearts minorkeygames.com
What is Gunmetal Arcadia? Two games Latest in retro series Combined 28 month dev time
What is Gunmetal Arcadia? Devlog (gunmetalarcadia.com) Not covering that stuff here Production stuff
What is Gunmetal Arcadia? Inspiration Each game as a reaction to the last Going back to YHtWtG and beyond “Z2+BoI”+… Find a unique space among roguelike platformers Reduce the frustration of permadeath
Looking back… You Have to Win the Game (2012) Hard platforming (“rage game”) Sparse, mysterious environment/tone
Looking back… Super Win the Game (2014) Less difficult, less mysterious Disjoint avenues of iteration
Looking back… Another retro game? (2016-7?) Address concerns from Super Win: Tonal consistency Consistent art direction Expectations of combat Pros: Existing tools and tech Pays off a longstanding goal Cons: Likely to be ignored by press Need a different way to build awareness
First five months “Moment-to-moment” prototype Progress! Tools! Excitement! Game feel first, Link sprite Adding bits and pieces to round out the moment-to-moment prototype
Moving from prototype to…??? What is a single session? What is the lifetime of this game? Figuring out milestones Figuring out launch window But in this timeline…
Summer 2015 Game dev + contract work + Super Win DLC + demos/events + dev logs + video logs + Patreon + house hunting + any kind of a personal family life? Don’t want to cut blogging schedule Don’t want to cut scope Introduced Zero
Fall 2015 Slowed/stopped progress Lost two months Humble intro
Winter 2016 Lost two more months Crunch! Clearly scheduled tasks GDC talk
Zero ships! Subdued launch Still got paid tho ($0.32 per key, or just over 5% of retail)
Pre-post-launch depression Port work, uncertainty “Didn’t I already ship this game?”
Fall 2016 End of the tunnel Tasks scheduled by month Room to be flexible, improvise Accounting for “last-minute panic” Starting to see RLGA emerge Shipping GAZ wide Notes on Greenlight later
2017 Ship! Yes I did that thing That I said (Shipped) ((This game)) (((Gunmetal Arcadia))) ((((Not Zero)))) (((((This is as deep as PowerPoint will let me nest bullet points)))))
Results Personal goals? Sort of met. Commercial goals? Long way to go. Let’s talk about sales figures Also bundled keys Also break-even point Also Greenlight, etc. Also itch.io PWYW thing And whatever else
Keys 185,000 Zero keys given away Humble Monthly and Yogscast Jingle Jam 52,970 activated as of April 6
Sales 1,329 units sold as of April 6 Revenue: $8,267 Zero: 981 GA: 348 Revenue: $8,267 Zero: $5,164 GA: $3,103 Break-even is roughly $185,000 across both games 4.5% of the way there Profitable at ~23,000 full-price units 31,000 Zero 18,500 GA 23,000 50/50
Visibility What does the new long tail look like? No day-one visibility, straight to the long tail Discovery 2.0 is better…ish?
Greenlight
Greenlight and tangential thoughts Bad look for Valve? Inconsistent behavior across publishers? Steam Direct? Curators Explorers Whatever The “other” long tail There won’t be fewer games
itch.io PWYW This was a thing
One Cool Twitter trick Use threads! First tweet: Subsequent tweets: Clear announcement Iconic image Call to action Subsequent tweets: More room for descriptive text, additional links, etc.
Looking forward… NextGame (2018-9?) Move away from retro pixel art platformers “How did I get here?” Make something for me and my portfolio Marketing can’t consume all my time, has to hit hard or not at all
Q? A: