Post-mortem of Steredenn, post-Steam and Xbox One releases.
Version Française/French version:
“We craft games and apps”
NB: the game is still not dead, though.
solarsailer.net & @solarsailer
dmayance.com & @valryon
"a bit of service, many prototypes, a ton of nothing"
35 weapons 30 environments
25 upgrades 13 bosses
hell, it's hard!
We like shmups.
(well, not THAT much)
however, we had:
created The Great Paper Adventure
wrote Unity Tutorials
made the Shmupfest
sold BulletML for Unity
A solid game design
Worst reason to make a video game?
"And then, Simon draws space
pirates in pixels like no one else."
"Well, we'll need 3 months to make
a mobile game ready for the summer."
— strategic meeting at Pixelnest (i.e. Skype), May 2014
(spoiler: the game will be released on October 1st, 2015 on PC/Mac/Linux )
Simon Coroller aka. Plus
Pixels Shaper—the artist
Explosive Theatrical Experience—the sound designer
Heavy Riffs Maker—the musician
Thanks to them
but not him ➡
Our friend Paul
Well, it's actually really cool
It works pretty well
Pre-Handle tons of work
Not so ridiculous performances
Sprites, collisions, physic, etc.
Loads of plugins
IT WAS CLEARLY THE RIGHT THING TO DO
Quality & Polish
We added many critical features
Marketing & Communication
Content (waves, bosses, weapons, etc.)
Loop & ﬂow
With the 1.0.0, we had the feeling that
the game was complete
The feeling is here
people say "it's addictive"
plug in digital
No, it's not an ad, we are truly satisﬁed.
And they are nice people.
(Even Olivier )
Console market more approachable
Expert + Deals
AWFUL user interface
Click, click, click, click
It's slow and crashes too often
Unstable "ﬁnal" versions
Upgrading is imposed by consoles
Or how to lose time and visibility
damien's internet connection
(or the lack of)
18 months instead of 5
test it formally
Matthieu "do something? do it again? nah, was better before".
Revenue shares &
no experience + business = oh my
Shows? Way too expensive for what they brought.
YouTube / Twitch So much mails
(I mean, really)
Twitter Press Contacts Shows
(Rezzed, Stunfest, TGS)
Steam Forums Interviews Facebook Reddit Ad
(not involved enough)
Xbox one release
Contrary to the PC market:
no idea about what we needed to do.
Hopefully, requests came massively all by
themselves after the announcement.
you only waited this long for that, didn't you?
90% Steam 15/20 JeuxVideo.com
8/10 Journal Du Gamer 8/10 Spaziogames
80% IGN Spain
80% Vandal online
9/10 EPicreviews 80% Irrompibles
and still no
6 000+ sprites
6 903 commits
(game & level editor)
60 000+ LOC
(Core & Ports)
15 000+ units
Steam (with Early Access), Humble, Xbox One, itch.io & all.
XBOx One 1st APril
All combined, it's honorable
Beta/Early Access: ~10% / 6 months
Highest during releases / sales
Not the correct audience for Steredenn
Despite small catalog
Game still very young on this platform
and other platforms
but ports are exhausting
All our excuses if you just said: "about time"
making a video game is madness
even if largely ignored by the US press and critics
We are satisfied
lol, we are making a new one