An indie game needs to be prepared for launch on several platforms, according to the executive director of Frogmind Games studio.
In the photo: screenshot from the game Badland from Frogmind Games studio
The most obvious advantage, I am sure Tim Maki-Patola (Teemu Maki-Patola), which gets a cross-platform game is extra time.
No need to rush, no need to try to hit the user the first time. You can release the game, and then methodically collect feedback and gradually improve your project. And only then release it on other platforms.
Tim Maki-Patola, Executive Director of Frogmind Studio
However, such an advantage is also a disadvantage.
The audience of the main platforms differs in their interests, in what they expect from the game. This should be taken into account when porting a project.
Maki-Patola cites as an example the first project of his studio, Badland. First it came out on smartphones and tablets. When it was ported to the console, it had to be disassembled “cog by cog” so that it would meet the expectations of the audience. For example, initially the character could not move back and forth – but it is assumed that in a console platformer he should have such an opportunity.
The advice that follows from the previous one is that if your budget and time reserve gives you the opportunity to think about the future, use it. Imagine how your project will look on other platforms and try to take into account all the difficulties associated with it in advance.
The last light that Maki-Patola gives is not to assume that an indie developer has only two options – to do the project alone or sell himself to the publisher. You can collaborate with other similar developers.
“Teaming up with like-minded people who have more experience on any platform is a good strategy that will help you catch up with a large studio in terms of efficiency without increasing the team and budget.”
- Frogmind Games introduced the new BadlandGDC 2014: the authors of Badland told how they tried to make money on their hit
- Frogmind Games is a Finnish game studio.
Founded in 2012. The flagship title of the company was the Badland platformer runner, which won the Apple Award for Best Design (Apple Design Awards) in 2013.