Release: Pocket Kingdom


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Recently we've released our game Pocket Kingdom on which we worked for more than 1.5 years (it started on end of spring 2015). Some of you guys should already know about that game, as Winged Doom (or 08--n7.r6-79.84) posted several location mockups from the game on PJ.

So, that game is somewhat puzzlevania, I guess? Well, some call it that way. Puzzles, platforming, WDs pixel art, not very fresh jokes sometimes. I'm not good at promo speeches, am I? :D I'll just copy-paste the Steam page game short description below. It was a long development cycle, yet amount of experience with first "big" release is enormous.

So, promised short description:

Islands sometimes appear out of the blue in the clouds. The mysterious Pocket Kingdom is one of them. Wander around its districts, solve puzzles and listen to the weird stories told by the locals. Unveiling the place's mysteries depends on it. So does getting out of it.

Hope you will like the game. :)

And for some of the folks who plan to make their own game. Here's some advice from our experience with that game:

1. Think about and start promotion at least half-a-year before release. That one we managed to fail, so the launch wasn't really bright. Talk to people, post updates, just keep more and more people know that you have a game and will deliver it in reasonable amount of time. (But don't ask money for it in advance ;D )

2. Consider going to publisher. Really. There's a lot (well, maybe not that much, but you have a choise) of publishers who will take a fresh indie dev team and will help along the way. For us that helped with completing the game, adding Chinese translation (and soon French, German and Japanese) find some nasty bugs before release, have a bit better promotion side (still not that good as we hoped, but end of the year is horrible for releasing any game if you not famous AAA publisher and have millions for promotion), getting to Steam without greenlight, manage the game distribution in another stores and a lot of other stuff.

3. Involve your friends (especially nit-picky ones) to test your game after implementing new features. That would help with figuring out design flaws in your UI, gameplay and other aspects.

4. Release of the game is not the finish line. I personally had almost a week of nonstop programming maraphon making 8 patches in 5 days, fixing issues. And I still have some minor stuff to fix and even add some new content.

5. If you plan on supporting any platform and want them available from release - test those platforms as well as your main one as soon as possible, don't delay it, as you may encount nasty platform-specific problems because of that.



Posted by Yanrishatum @ 12/17/2016 11:37  |    4

Discussion

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user
RAV (Level 1 Rookie) @ 12/18/2016 14:49

Great work Yan & WD. I like this a lot. Good experience getting this release under your belt.


user
Yanrishatum (Level 4 Deputy) @ 12/18/2016 08:40

@CritiqueMyWork Because release went really silent? :D Basically, that advice was first because right now games market is overcrowded and you have to build up audience in advance, to get somewhat good release, otherwise you'll just go unnoticed in a river of low-quality indie crap that "releases" every day.


user
CritiqueMyWork (Level 8 Rear Admiral) @ 12/18/2016 04:12

Good luck and thanks for your tips. BTW, how do you know you needed more advertisment? What did you expect ?


user
Damian (Level 9 Federal Agent) @ 12/18/2016 02:16

Congrats on the release, I'll add this to my wishlist with owlboy. I wish I had time to play games :/


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