Game Design, Programming and running a one-man games business…

The post-release crush

There is tons of stuff to do after you release an indie game. There isn’t much of a relaxing pause as you might assume. Sadly, many indie devs DO take a few weeks off after they release a game, which is a mistake. There is much work to do! (I am planning on a holiday but not for about 3 weeks yet).

Firstly there is the telling everyone you have released a game bit. I’ve done a *bit* of that, and a proper press release will go out to people on Monday. I told a few journalists I know personally, and have a few more to do. If anyone knows a website that reviews games and might be interested in Kudos 2, point them my way (or me at them)

Then there is the download sites like They are less and less useful these days. They are still worth submitting to, but their relevance compared with ten years ago is minuscule. These days it’s all about the ‘portals’. This sucks slightly, because the download sites ranked stuff according to popularity and often thus, how good it was. The portals rank stuff based on how much money they make from that sale. This is very different :(

Then there is the tech support. All games ship with bugs, and Kudos 2 did too. And even after the patch it seems I still have one. It’s to do with the script parser. Basically, some of the scripts have blank newlines in them. This is no big deal, as any script parser worth it’s salt will discard empty lines and not process them. Mine does this fine, at least it does on my two test machines, and all my friends test machines.

But lo! There are machines which seem to interpret low level text reading code differently and thus the empty string discarding isn’t working. I think this is trivial to fix, and tbh, I could have fixed it in the last patch, but I wouldn’t have been understanding the bug then, just sticking big sticky tape over it and pretending it was dealt with. That is the WORST way to debug. Proper debugging means you find out exactly what circumstances had caused the problem, fixed it, and verified that those same circumstances now no longer cause issues, as well as being 100% certain you are aware of how the new code operates in all circumstances.

This is harder, and takes longer, but bitter experience eventually persuades you it’s the way to go.

So far sales are ok, but nothing that inspires me to buy a new yacht, or indeed a new car. I am going out for a meal at a pub tonight (it won a gastro pub award once!) so that’s about the level of riches the game equates to.

“Cliff is a stressed, tired software-developer.

15 thoughts on The post-release crush

  1. I really like RockPaperShotgun… which is a British site based specifically on PC Games. Maybe you could meet up with those dudes if ya’ll are relatively close to each other? (so it’s easier for you)

    Them and Shacknews… really like Shacknews.

  2. Old Cliffski is a regular poster over at RPS – Kudos’ release has already been announced over there.

  3. hi cliff, first of all :good luck with kudos 2. Hope you sell lots of copies of it!
    have written about it briefly on my website, including links to demo and screenshots.

    I really enjoy reading your articles ( your latest one on how it feels to be an indie developer on release day is spot on) and I want permission to put them on my website (with links and credits of course) : i was thinking of a sort of “guest columnist” type of section.

    I have asked you previously about using your articles ( ie your article on recruiting graduates) which you approved of.

    best regards

    roger (editor, )

  4. Glad you’ve found that bug fix before you had to send the code out to the reviewers. It looks to be a fine game, I’m sure the word will start to spread once some reviews start going live.

    Best of luck and I hope that holiday comes soon.


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