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Postmortem: Gunmetal Arcadia Dallas Society of Play
J. Kyle Pittman @PirateHearts minorkeygames.com
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Postmortem: Gunmetal Arcadia Dallas Society of Play
J. Kyle Pittman @PirateHearts minorkeygames.com
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What is Gunmetal Arcadia?
Two games Latest in retro series Combined 28 month dev time
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What is Gunmetal Arcadia?
Devlog (gunmetalarcadia.com) Not covering that stuff here Production stuff
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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
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Looking back… You Have to Win the Game (2012)
Hard platforming (“rage game”) Sparse, mysterious environment/tone
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Looking back… Super Win the Game (2014)
Less difficult, less mysterious Disjoint avenues of iteration
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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
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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
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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…
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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
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Fall 2015 Slowed/stopped progress Lost two months Humble intro
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Winter 2016 Lost two more months Crunch! Clearly scheduled tasks
GDC talk
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Zero ships! Subdued launch Still got paid tho
($0.32 per key, or just over 5% of retail)
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Pre-post-launch depression
Port work, uncertainty “Didn’t I already ship this game?”
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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
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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)))))
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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
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Keys 185,000 Zero keys given away
Humble Monthly and Yogscast Jingle Jam 52,970 activated as of April 6
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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
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Visibility What does the new long tail look like?
No day-one visibility, straight to the long tail Discovery 2.0 is better…ish?
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Greenlight
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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
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itch.io PWYW This was a thing
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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.
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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
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Q? A:
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