The last two weeks have been tremendously exciting. It started with the worldwide launch of our first game, Hangry Giants, in the Apple App Store!
What that really marks is the end of game development and the beginning of game promotion. And, trust me, that's a much harder job. If I were more than one person - as I often try to be - I would have started promoting right from Day One. But I have the fierce heart of a full-blooded Indie Warrior, which is basically an ego-protecting way to say that I'm just one guy doing what I do. And I can't do two things at once very effectively.
So I set my expectations accordingly. Everyone in gaming tells the truth - making the game is easy, getting anyone to actually try it is hard. I often told Mrs. Unidonk before the launch that my expectation was to see it sink like a small, round stone in a pool of dark water, scarecly a ripple to be seen. Wow, bleak, huh?
But not unrealistic. And realistic is where I like to be. I made a game because I always wanted to. It's been a dream all my life. Having actually done it, and loved the entire process of it, my one sincere hope is that I make enough money to do it again. That's it. Hangry Giants is not a cynical money grab, or a lottery ticket that I hope wins big. It's something I worked hard on and that I love. Anyone who creates or designs or builds will understand. My biggest hope for Hangry Giants is not money. It's simply the hope that others might play it and love it as I do. Money can come later.
What that really marks is the end of game development and the beginning of game promotion. And, trust me, that's a much harder job. If I were more than one person - as I often try to be - I would have started promoting right from Day One. But I have the fierce heart of a full-blooded Indie Warrior, which is basically an ego-protecting way to say that I'm just one guy doing what I do. And I can't do two things at once very effectively.
So I set my expectations accordingly. Everyone in gaming tells the truth - making the game is easy, getting anyone to actually try it is hard. I often told Mrs. Unidonk before the launch that my expectation was to see it sink like a small, round stone in a pool of dark water, scarecly a ripple to be seen. Wow, bleak, huh?
But not unrealistic. And realistic is where I like to be. I made a game because I always wanted to. It's been a dream all my life. Having actually done it, and loved the entire process of it, my one sincere hope is that I make enough money to do it again. That's it. Hangry Giants is not a cynical money grab, or a lottery ticket that I hope wins big. It's something I worked hard on and that I love. Anyone who creates or designs or builds will understand. My biggest hope for Hangry Giants is not money. It's simply the hope that others might play it and love it as I do. Money can come later.