![]() ![]() As an indie developer, what have been your thoughts about sharing this kind of information, and how do you think, looking at when you started, how other developers can take advantage of this kind of information when they can get access to it? Because it's one thing when one can get something like SteamSpy or the other numbers gurus out there. We recently chatted with Hecker on the Gamasutra Twitch channel, and we did our best to try and understand what he's learned about game marketing and game design while releasing SpyParty to the public.īelow, we've excerpted two key parts of our discussion for you to read, one focusing on the sales plans Hecker made before pushing the big 'launch' button on Steam, and the other analyzing the different advanced playstyles of SpyParty, to help you think about how your players might interact with your multiplayer game.Ĭhris Hecker, Indie developer of SpyParty Let's talk sales numbers for an indie in 2018įrancis: Your development process is pretty cool, but it's also interesting because you have a background in AAA at large companies, which are notoriously fickle about what numbers they release to the public and to other developers. Luckily, you don't have to work on a game for 10 years or be making a 1v1 multiplayer game to pick up what Hecker is putting down. Booting up the game will give developers plenty of opportunities to study its underlying game design, tutorialization, and matchmaking, but what other lessons can developers learn from the success of developer Chris Hecker's carefully crafted passion project? ![]()
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