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The Ouya Experience: What game developers think so far
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The Ouya Experience: What game developers think so far

July 22, 2013 Article Start Previous Page 3 of 5 Next

What have you been most happy with about Ouya?

Rami Ismail, Super Crate Box (Vlambeer)

The promise of openness and the "curated" storefront. We'd argue that the games industry is moving towards more of a specialized curation model where different places cater to different audiences, and the Ouya shop has things like those built right into the store-page.

Eric Froemling, BombSquad

Sales aside, It's been great exposure for BombSquad. It's also been great working with the Ouya folks; they've been very supportive.  At one point, after I brought up issues with their early controllers, one of their engineers went out of his way to drive past my apartment in San Francisco and drop off some controllers with new test firmware for me to try out. He handed me a bag through his car window at a busy intersection and then sped off; it was like some sort of dorky drug deal.

Ryan Wiemeyer, Organ Trail (The Men Who Wear Many Hats)

I think the best part of the Ouya from a dev side has been the ease at which we can bother the people running the show. They are obviously limited in what they can do for us, but I like the direct connection to a few core people, as opposed to any of the other consoles where you are dealing with a whole company. 

E McNeill, Bombball

Every time I've interacted with the people at Ouya, they've been wonderful. I've gotten technical support, quick responses to emails, and even some requests for feedback on upcoming features. They really strive to be indie-friendly.

E McNeill's Bombball

Adam Spragg, Hidden in Plain Sight

 I'm most happy with the ease of entry to publish a game on the Ouya.  I'm also pleased with the very indie-centric feel of it.  I think it will be a platform know for experimental and "hidden gem" titles.  I'm a strong believer that indie games push the edge of the gaming space, and I think the Ouya will help that foster that.

Shay Pierce, Get on Top (Ouya port of Bennett Foddy's game)

The hands-on support I received from their developers. I was shipping the first Ouya game made with Flash/AIR technology, during their launch week... yet they still found time to give me incredible direct support, fixing some issues on their platform side, and helping me track down mistakes and misunderstandings on my end. (At one point, their programmer, Tim G., was on Skype with me at 1 a.m.! That's dedication.)

It seemed to me that they're a small but smart group who are doing something very complex, very quickly... they've made some mistakes, but they're proactively fixing them.

Joe Albrethsen, DubWars (Mura Interactive)

The developer support was way better than we could have expected. As with a new console release there are always going to be challenges for early adopters. Ouya staff was very involved and actually devoted some scarce hours to helping our game work with the Ouya Development Kit. It is scary every time there is an update as it has been notorious for breaking something in the game. We pushed an update with our controls reversed for the official public launch. That being said, once the issue was identified they were quick to help get our update through.

Article Start Previous Page 3 of 5 Next

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