Kris Steele's Blog
In 2009, Fun Infused Games exploded onto the Indie game scene with the release of their Triple Plutonium selling smash hit Nasty and forever changed the face of the video game industry. Not content to rest on their laurels (or really sure what laurels are), Fun Infused Games released their second title, Abduction Action!, which has garnered Fun Infused Games international fame, fortune, and notoriety.
With legions of ravenous fans and a nearly limitless cash flow funded by shady business dealings and illegal beet trafficking, Fun Infused Games is currently sitting atop the video game world and poised to crush all those who attempt to defeat them.
The last few years I've been struggling with finding the right platform to release my games on. In this post I'll talk about my experiences with XBLIG, iOS, Ouya, and PC and what is on the horizon next.
Looking back at all our game developer happenings in 2013. Four releases and our first GDC among other things.
Our sales on Ouya thus far havenít been good so why would we continue to invest in this platform? Having XNA games already created, an Ouya release is an easy step on the way to a PC release when using MonoGame.
I don't care if they sell more, I'm done with selling dollar games because my games are worth more than that.
Turtles out of the Shadows is a game that looks good (if you ignore the uncanny valley) but is one of the most seriously borked experiences in my gaming life.
Over the past month, I have been working on porting my second XBLIG / XNA release Abduction Action! to Ouya using MonoGame. Since this is something I havenít seen a lot of people doing, I thought Iíd take a little time to talk about the experience so far.
Kris Steele's Comments
[Blog - 03/27/2017 - 10:40]
I did early access as ...
I did early access as well with one of my titles, mainly hoping to get more feedback to lead to a better release. I didn 't get much in sales or feedback. Another downside of early access is that reviews of your game in early access stay with you, even ...
[News - 09/08/2015 - 04:01]
I think the key is ...
I think the key is to train the player without them realizing they 're being trained. If it feels like a tutorial, it 's off-putting and perhaps insulting to their intelligence, but if it feels like natural learning, it 's far more satisfying. I think that 's why the SMB ...
[Blog - 01/06/2017 - 10:11]
That stinks that you haven ...
That stinks that you haven 't made money off of sales, sorry to hear that. At least you and your team got paid to make the game didn 't you It sounds like your publisher did shell out a significant amount of money to finance the game and you did ...
[News - 01/06/2017 - 12:11]
It 's been on my ...
It 's been on my TODO list for a while to add custom control mapping into my games, but it sounds like Steam is handling this now instead I guess I can cross that one off. Although maybe it wouldn 't be as intuitive as having it in game.
[Blog - 09/05/2014 - 03:10]
Sorry for the very late ...
Sorry for the very late response, I didn 't see this comment until just now. r n r nAll my stuff still is MonoGame, as XNA has basically reached end of life. I tried Windows Phone 7 and the downloads were very very low, I won 't do any Windows ...
[News - 12/12/2016 - 07:40]
The new Doom that was ...
The new Doom that was released was great. It 's modern but it captured all of what was great about Doom 1 and 2. r n r nCall of Doom never would have done that. I 'd still like to play it some day, but as something other than Doom.