The Indie Game Magazine September 2014 | Issue 41 | Page 13

they’re getting into before they pick it up. Managing expectations is a bit of a problem for some games, so I tend to use words like “harsh” to describe Scred. All said, though - the reaction’s been insanely positive. No hate mail yet, which is awesome - and plenty of fan art (which I keep and look at when I feel depression coming in). I can’t emphasize how awesome the community has been. As for gauging reaction, I spent earlier times sitting in on streams without telling people who I was, tends to help get honest opinions. I also keep track of the #QuarriesOfScred hashtag and a few others, which tends to show me people are still playing the game. Other than that, there aren’t any analytics from the game itself, so I don’t track these things. IGM: Do you have any future projects in mind? Are you working on anything now that we should look for? Kale: Absolutely. Personal motto: Always keep learning - and I like to learn through doing. I’m (today) working on an LCD/Game & Watch style game as a prototype, and I’ve got two other projects running - Fields of Scred & a secret project you’ll hear soon (which will link in with DKCC). There’s also Beware the Caverns of Scred, which is a gamebook I wrote about 50% of - but I want to reconsider what style I’m going for with that one. Fields has been a bit hard to work on, since it’s a genre I’ve played only a little bit of, so I don’t quite know how to lay things out. Fortunately, there are some people I can talk to who have various ideas again, another reason to have a support network. Predominately, I feel that I need to do a lot of smaller things FIRST before I go back to Arnthak & my magnum opus. I need to launch a whole lot more games to work out how to do PR, or Arnthak’s just going to flop... which will be really bad for me mentally, considering all the work that went into it originally. IGM: Any last thoughts or words about either game? Kale: I’d really like to bring an online scoreboard to QoS - but other things keep jumping in the way. I do have code for making animated gifs & uploading them to gyfcat, though - so DeathCams may be making an appearance in the near future (big thanks to Tom Coxon from Lenna’s Inception for the code). Otherwise, I’ll probably be launching a Greenlight campaign soon - if I’m going to try and get the game onto Steam, I’d like to do so before I get to PAX Aus. QoS recently got coverage in RPS [editor note: Rock, Paper, Shotgun], which was a really odd thing - it drove a lot of people to buy the game from Indie Game Stand, which had been pretty barren previously. Doktor Kale’s Creature Constructor has been an interesting one - I got “is this actually a game?” questions on reddit, with other redditors replying “sure, kinda.” It’s had some odd reactions which is actually a good thing. Otherwise, it’s been really cool to see people with their monsters as their Twitter avatars. Both games have really benefited from the Itch. io release platform - I’ve learnt a lot about releasing, after-release service to customers, delivering tech support, and handling communities. Fortunately, everyone’s let me keep the training wheels on for both games. Oh, and if you already downloaded DKCC, you’ll see I accidentally released one of my .java files with the initial download. No one’s told me how bad my code is yet, but SPOILER: Terrible code. Mostly, though, I’d just like to take the time to thank everyone who’s ever sent me a message of support - the game’s have been good to work on, money’s always nice to have - but having people who will take time out of their day to say I made them smile? Priceless. 13 The Indie Game Magazine | www.indiegamemag.com