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.
Member Blogs
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 havent 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 havent seen a lot of people doing, I thought Id take a little time to talk about the experience so far.
Kris Steele's Comments
Comment In:
[News - 04/01/2019 - 03:04]
Some neat stuff but was ...
Some neat stuff but was there anything in here about addressing discoverability issues hoping I just missed that Making games easier to find in one 's library only helps once the games are in their library. Need something done with the store itself.
Comment In:
[News - 01/03/2018 - 06:49]
Random thoughts in no order... ...
Random thoughts in no order... r n r nI really dislike trailers that don 't show any gameplay footage. I have no idea what this game is like from the trailer. They had a giant booth at PAX East and it looked cool watching the game which did ten times ...
Comment In:
[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 ...
Comment In:
[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 ...
Comment In:
[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 ...
Comment In:
[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.