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.

The unavoidable Kudos 2 patch

So the game is now on sale, and a few early buyers had a horrid crash bug, which I’m hoping is now fixed. I’ve certainly fixed *a* crash bug, so I’m assuming it’s the same one, as the crashes I used to experience in certain circumstances only on my XP laptop have now definitely gone. A few minor typos and other fixes are in the new patch too.

So right now I’m uploading demos and full copies of version 1.01 and will be doing a patch for those early buyers soon. Sales have been reasonable, but not earth shattering, although it takes a few days to get going normally, and press releases and review copies have not been sent out yet.

I’m in it for the long haul anyway.

Kudos 2 On Sale NOW!

At last, it’s all done and dusted and the game is ON SALE! This is the first game I’ve released since doing the whole ‘talking to pirates‘ thing. It’s also the best game I’ve ever made, and the one that’s taken the longest, cost the most and involved the most effort to get it the way I want. I’m really extremely proud of the way it has turned out.

All I need now is for people to like it, and buy it, so I can pay the bills! There is (of course) a free demo if you aren’t sure if it’s your kind of game. here is the demo link:

Here is the website with screenshots etc:

The game is set at $19.95 which is a price that’s just low enough that it makes me panicky and Fidgety. I’m hoping that all the feedback I got about the price of games actually makes sense and that more people buy a $19.95 game than would buy a $29.99 one. (and a big enough difference as to end up making more overall). If not, I’m kind of screwed :D I also made the demo more than twice the length of the original games demo, because that was another, possibly fair criticism aimed at modern games.

Obviously there is no DRM on the game, you just download it, install it, run it and have fun. Any feedback on the games purchase process is much needed, as are any bug report because this is day one, and let’s be honest, there is bound to be something that I’ve forgotten due to extreme tiredness, stress and tunnel vision.

Now go try the demo!

Edit: If you could digg this ( It would really help get the word out, as I’m just an invisible indie game developer unless people get to hear about it. Much appreciated.