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Tyler
Karma always keeps score

Age 34, Male

Joined on 9/28/08

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Comments

Really fun post with great supporting imagery, would love to see these regularly in 2016!

I'm always nervous about how much to show of the game we've been working on when the time comes... Part of me wants to just go all out, regular shots and video, live streaming, etc... The other part wants tons of mystery and surprise when the final game comes out. Downside is the whole thing will be available via Lets Play videos on day 1 so maybe not worth bottling it up for so long.

I plan on it!

That really is a tough call. Surprise and intrigue is a lot of fun. I feel like until I've become more successful and have a greater reputation, surprise will hurt in the sales department. I think either way would be probably be good for you guys.. maybe?

I like sharing because it might inspire and de-mystify the process for other people and because it also hopefully gets word of my game to travel more.

I wish you luck man. :)

By the way, OMG IT'S TOM FULP HI! :D

That sounds very promising! If all your news posts will be like this, I'll be an avid reader. That game looks like something I'd play. Good luck with that!

Glad to hear it! I intend to make more like this. I want to develop a better style of writing, so hopefully the next one is better.

Good luck my man! Although I know you don't need it.

Thanks! Fortune is an adulterous mistress that can't be relied upon.

Great post! Inspiring to see the evolution of your brand... keep it going. Hope 2016 is a productive year for you!

I will. Same to you, friend.

I loved Battleheart, so I take it that I'll love SKT (not to mention my blue dude's cameo). This does motivate me to work on my game, I can't have you release a game with Kon before I do lol.

For @TomFulp and anyone, Team Meat recently said that revealing and promoting one of their games so early was a bad idea and cancelled it. Prolly along the same lines as Greenlight, too early and no one cares after a while.

Good. This is what I like about momentum amongst peers. I believe it motivates individuals in a peer group, and their momentum in turn motivates the rest of that group.

Did you try BH: Legacy? Curious what you thought about it.

Love your stuff as always!

Re: secret or public... when starting, you have to build a fan base, once you're established, people give you a lot more scrutiny so the benefits are offset and people are more likely to be critical/disappointed and those voices, though few, resonate because they're so strong.

It really frustrates me how secret Tom's current game is, but I think he's doing the right thing by keeping it mostly unreleased cuz we all know we're gonna love it and any morsel we get just gets us more frenzied, but he already has the fans/eyeballs for that to work. If he overshared, he'd probably LOSE people that decide it's not their genre or art style or are swayed by non-likers or whatever... as it is, he's giving just enough to keep us on the line without giving enough for the naysayers to have any real ammo.

Tom's operating on a different plain than most of us though. I know I'm still in the fan base building phase, and need to still establish what kind of games I make and who I am. I someday hope to be able to build hype from secrecy though. Right now, though, it'd be like a tree falling in the forest with no one there to hear...

I hear you. I'm working toward getting better at making noise about my game. That's my goal too; building things up.

Tom & pals are a benchmark I aspire to for the future. I think its better and more fun to tease things in a situation like that. One day it'll be us.

When I saw the reviews of the sequel, I decided not to buy it. I had issues with the first one, grinding like you mentioned being the most annoying, and it didn't seem like things were made better.

How does yours differ from the original Battleheart? Besides grinding and backgrounds.

They removed the party system. You only have one character who buys potions to heal themselves. So lame.

SKT has more infinitely more units to play with/fight against. No recolors. Enemies have actual mechanics beyond the straight forward "tank and spank" style of BH. There's an explorable overworld (will share in future posts), story-driven quests, optional side-quests with rewards, way more customizable leveling options, pets, etc.

Here's to a great new year! I hope your plan works out and helps inspire the new blood :3 love your games!

ho ho ho Tom's talking about guys like me. I really looked up to you in 2011 when I first discovered your stuff.

this makes it all feel worthwhile

Awesome! I look forward to reading more. You talked about examples of what people liked about your games, but what about the things they didn't? It would be cool to hear some examples of that as well!

I will make a separate post about that specifically in the future. SK1 started (on kongregate) with a really mediocre score and we fixed it over the span of a few months based on feedback. People were very thrilled we listened to their feedback and the score went up dramatically.

We tweaked a ton that i'll go into detail later on a future post. I think it's important for people to know that development doesn't necessarily stop after you publish it.

Great read! I can only hope that from my past experience, I can make Enki Adventures a success. Me and MSGHero have been working away at it for almost a year now (progress slowed due to education and jobs) and it'd be disappointing if it completely tanked. I fee like I'd still be pretty happy if it did just okay, but those that played it really enjoyed it.

Oddly, we're taking a short break to make a promotional game to get a little bit of traffic directed towards Enki and it's a Tower Defence. Completely different genre, but it'll hopefully get people interested when they see the world, colourful art and weird characters.

Still excited to see Sentry Knight Tactics develop even further! Best of luck once again.

That's a pretty good idea. Ideally, I'd like to put this game on steam and release a flash demo of it, and then promote it again whenever I make another free SK game. The more you can direct traffic back to your game, the better.