This newsletter should be mandatory reading for anyone making games. Too often, I see good indie games with hardly any work in testing, marketing, and building up follower numbers. A great game without an audience will still flop!
On an aside, great to see Sulphur do well. It's a fun game.
Ever considered a cheaper tier that just comes with the articles? I'm not actually a game dev so a lot of that wouldn't be very useful to me and as a student it's hard to justify the full subscription just for the articles. These are extremely well researched and written though so I totally understand if you want to avoid devaluing your work.
We've considered splitting the articles and Plus back end access in the past, yep, but haven't quite worked out if it is a good idea! Thanks for feedback. (BTW you commented on a free article, but I presume you just got an article with a $ element, which is why you came onto the site...)
Thanks for the Sulfur details! About that Capcom comment... my impression is that Capcom follows a barbell strategy, with a relatively large amount of not very high budget games and then the Monster Hunters of the world. For the smaller releases in an apparatus the size of Capcom's (lots of popular things to cross-promote with, not a lot of costs for an additional entry on the catalog), I suspect it might work even with failed releases, so to speak.
The same approach is probably not viable for smaller publishers, though.
This newsletter should be mandatory reading for anyone making games. Too often, I see good indie games with hardly any work in testing, marketing, and building up follower numbers. A great game without an audience will still flop!
On an aside, great to see Sulphur do well. It's a fun game.
Ever considered a cheaper tier that just comes with the articles? I'm not actually a game dev so a lot of that wouldn't be very useful to me and as a student it's hard to justify the full subscription just for the articles. These are extremely well researched and written though so I totally understand if you want to avoid devaluing your work.
We've considered splitting the articles and Plus back end access in the past, yep, but haven't quite worked out if it is a good idea! Thanks for feedback. (BTW you commented on a free article, but I presume you just got an article with a $ element, which is why you came onto the site...)
Thanks for the Sulfur details! About that Capcom comment... my impression is that Capcom follows a barbell strategy, with a relatively large amount of not very high budget games and then the Monster Hunters of the world. For the smaller releases in an apparatus the size of Capcom's (lots of popular things to cross-promote with, not a lot of costs for an additional entry on the catalog), I suspect it might work even with failed releases, so to speak.
The same approach is probably not viable for smaller publishers, though.