On the house

Enter the Tavern, take a seat, order a drink, and get ready for chatter!
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Jemni
Posts: 8

Re: On the house

Post by Jemni » Thu Jul 09, 2020 4:30 pm

Thanks for that summary @chrlpolk. I'm no stranger to early issues of game development and maturity. I've been a beta tester for a few games over the years.

I'm sorry that you didn't get rich Mario. I think you had a good monetization plan overall, with some purchasable consumables as well as enriching content for sale. I get annoyed by certain other games who want to charge $20 for the *chance* to get a powerful hero, item, etc.

I believe Silversword might have been too niche to really catch on. Kids today want fast action, full graphics and often multiplayer. First person shooter stuff comes to mind. Silversword is a throwback to a simpler time with mainly text based storytelling and often cerebral puzzle solving. As a dad, I'm pretty sure my kids haven't and won't pick up the game and play, but I have loved it. It's hard to compete with companies with big pockets and big dev teams like Fire Emblem.

I have been a developer, but not a game developer. However, I took a stab at a text based Discord bot RPG so I know the massive amount of work you must have put in to this Mario and I applaud you. Job well done! I would LOVE to buy you some beers if we could ever meet up in Germany.

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icetear
Site Admin
Posts: 1387

Re: On the house

Post by icetear » Thu Jul 09, 2020 4:39 pm

Thanks for your kind words :-)

I will force my son to play Silversword once he is old enough ;-)

Anyway - no need to get sad, it was never my aim to earn lots of money with the game.
As I have stated before, the whole story in short is:

One day, Mario decided that he wanted to play The Bard's Tale on his iPhone. But he soon discovered that there was no game like The Bard's Tale available on the App Store. One year later, he though: well, the game plays nice. Why not publish it so others can play it, too? :-)

I will not deny that the In-App-Purchases are meant to give me some money - of course! But I think they are tolerable. (1) They are NOT needed to finish the game and (2) because I would pay a regular price of 40-60 € / USD for a 1:1 adaption of any of the old classics (Pool of Radiance, Champions of Krynn, Might & Magic 3+, Wizardry 6+, Dragon Wars etc.), I think that the overall Cost-Of-Ownership for Silversword is quite fair.

kind regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

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chrlpolk
Posts: 138

Re: On the house

Post by chrlpolk » Sat Jul 11, 2020 7:09 pm

What was the story behind Lootbox? What made you decide to do that kind of roguelike?

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icetear
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Posts: 1387

Re: On the house

Post by icetear » Tue Jul 14, 2020 11:40 am

I stumbled upon this tutorial:

https://learn.unity.com/project/2d-rogu ... anguage=en

And I wanted to take it further...

I needed a game that meets the following criteria:

- grinding for gold, exp, items
- quick startup, quick shutdown, ideal for playing just a few minutes (when waiting for bus etc.)
- random levels for replayability

The first version was soon ready and from that point I continued with the many features it now has.
And I am really satisfied with the result - it plays well during waiting times :-p

That's a long story made short. I don't know how many hours I've spent programming Lootbox... 700-1000 maybe - including Testing.
Silversword took way longer ;-)

kind regards
Mario

P.S. There just isn't a game like Lootbox on the App Store(s) where you can load/save and slowly grind your way along a main story. That's probably the main reason for me creating such a thing myself.
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

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Jemni
Posts: 8

Re: On the house

Post by Jemni » Wed Jul 15, 2020 5:37 pm

Kudos for filling a niche that you noticed. I know of several remaining empty niches that I wish someone would fill.

Creating niche games is a risk I guess, requiring someone with a passion to just do it regardless, because the market usually isn't large enough to ever get rich off of it.

And yet candy/gem matching games are overwhelming the app stores.

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Visstar
Posts: 414
Location: Loch Caetar

Re: On the house

Post by Visstar » Wed Jul 15, 2020 7:30 pm

Those gem smashing games are so annoying! I play a couple of games that are ad supported, and three times now I have been tricked into downloading a game that looked like a mystery or a puzzle solving game, but turned out to be a simple story that requires gem smashing or matching or whatever to proceed! False advertising! Fortunately they were free and easy to delete. :|
May the Vishanti guide me through this eldritch maze!

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