If the AAA publishers took some time to talk with
small indie devs, like those behind Fantastic Contraption, Chronos, Budget Cuts, Cosmic Trip and many others, that would go a long way for the industry».
It certainly has its benefits, but we strongly urge
all small indie devs to weigh up all of the pros and cons before committing to Early Access.
Especially with all of
the small indie devs there are these days.
Minis seem an afterthought when it should be a chance for
small indie devs like Zookey to get some exposure through a weekly segment on the blog and promotional space on the XMB for good quality small games.
I'm always amazed at
this small indie dev and how they manage to make their games look better than most bigger dev's games.
Mexond Games is
a small indie dev studio located on Gotland, Sweden.
The usual situation is your money could go to help
the smaller indie dev teams of one or two people so they can keep doing what they love.
Not exact matches
I think most
indie devs who can't afford losing sales on their
small length games are probably going to stick to BUNDLES as we see around, so the refund police doesn't go around.
It's here that Game
Dev Tycoon shows a surprising vicious streak that will likely end many a hopeful career early, and I'm honestly unsure whether it's due to a bit of poor balancing or if it's a very deliberate choice made by the developers to reflect real game development where moving from
small indie company in a basement to an actual office is the real make or break moment.
I've been wary of Kickstarter in general, but I've got a gut feeling that there will be a rash of
smaller projects that fail, and may really ultimately hurt the
indie devs trying to get funding through kickstarter as others become wary as well.
The fund was more geared for the «Independent development company» Those firms with no publisher but a strong team, moreso than the
smaller «
indie devs» (there is a difference these days, who knew?)
Indie devs can now delegate distribution protocol to Bigger Games and push their games into various
smaller markets whilst maintaining focus on their Steam campaign which is the heart of their game's distribution.
For me the best MMO trend atm is more
indie dev teams working on
smaller, more focused games.
I imagine will see a bunch of new
indie and
small dev partnerships.
I've already declared a dozen times how much I love
indie games, be it for their creativity, their courage of many
small devs who leave their jobs to follow their dreams, or for the many possibilities big developers don't explore but they do.
Not only will this take time, the publisher will be entitled to take a cut of the earnings which means this new process will give
indie devs a
small cut of what they would be earning could they self publish their games.
To be honest it's a benefit of being a
small operation, simply put
indie devs don't have the bureaucracy that large studios do.
That's a class act, folks - and we hope that they'll continue to promote great games and support
indie devs despite the actions of several
small - minded, pathetic parasites.
These days it seems like innovation exists purely in
indie devs and
small studios.
A purchase nets you PC, Mac, and Linux versions, the ability to install it to up to three devices for personal use, a Steam key when / if Game
Dev Tycoon is Greenlit, and the warm fuzzy feeling of helping out a
small indie start - up.
Hell, building a big game of any sort, especially when you're a solo
dev or
small indie team, runs the risk of everything falling apart when you inevitably hit the wall.
For
indie devs, this entails creating and launching a
small but high - quality game that's fun, polished, and packing just enough features and content that people feel ok spending whatever price you set for it.
Sure, some
indie devs work closely with Microsoft, Nintendo and Sony make it inside the show floor, but the vast majority of them are either relegated to
small kiosks well off the beaten path, Devolver's parking lot or nowhere at all.