* What's your tech stack for the games? Are you using an engine?
* Who made the art? If you did it yourself, what software are you using?
* How was the process for releasing your game on Steam? Did you have to do a lot of marketing to get users to greenlight your project?
* How did you make the trailer for the Eldritch Zookeeper? If you didn't do the voice, how did you hire the voice person?
* The Cat Machine has 107 reviews on Steam. How many users does that translate to?
* Does your current employer have a clause in the contract discussing IP made on your own time? Did you have to get an exception from your current employer to be able to release games on Steam?
Thanks in advance.
Marketing for The Cat Machine wasn't too bad, I had an okay ground game with getting coverage from gaming websites and someone posts it on Reddit and for 2015 that was good-enough marketing for the time, more than enough to Greenlight the game. The voice actor is Scott Gilmour (@scottgilmour7 on Twitter) and I found him after listening to about 100 voice samples on all the different VO websites. He's fantastic! I don't share my sales numbers publicly, but Steam is about 70% of The Cat Machine sales, and about 25% is from the Apple Mac Store - where the game actually hasn't been published for about a year now, I need to get on that and reupload it. And games is right now my full time job, so no IP clauses needed negotiating, and my old employer back in 2015 was very chill about letting me work on my own stuff.
Hope that helps!
With Modo they do offer a perpetual license option where you can keep using the last version you paid for.
Thanks for your insights into your process. I agree, DaVinci Resolve is an excellent replacement for Adobe. I got the Speed Controller deal last year, it's nice having the jog/shuttle wheel and buttons.
Deciding what price to set games must be difficult. I'm in Australia, and the price of your cat game is $21.50. Even though that's equivalent to a large pizza and drink, it's steep for an indie puzzle game. I wonder whether a game like this would sell more and profit more if the price were $5 instead of $20.
I am a web developer and always assumed that you need SaaS or mobile app to make money from programming. But I hate to be responsible for customer data or troubleshoot servers at night.
I might have to look into desktop development and even game development as that was the reason I studied computer science.
But I'm mostly using C# and Unity these days. There's too much useful stuff build into Unity to ignore it, and C# is very pleasant so I didn't find it particularly hard to make the jump - there's just a very definite 'Way' Unity wants you to do everything and so most of the time it's just a case of working out what that Way is.
Having been out of the web app development bubble for about seven years now, there's whole industries that work entirely in the pay-for-it-and-then-download model, and while games-as-a-service is more popular now than ever before there's still plenty of the old-school way of doing things going on.
I really like the simplicity. You can buy the thing, maybe from Steam or maybe from a DRM-free store like Humble, download it, play it. You can get a refund if you don't like it, or buy another copy and gift it to a friend if you do.
[0] - https://store.steampowered.com/app/386900/The_Cat_Machine/
[1] - https://store.steampowered.com/app/654960/The_Eldritch_Zooke...