"Age of Vaporum". What we've learned from the releases of 2 games and pitching process of the third.
summary
Team ships two games, learns to pitch the third with a playable vertical slice and investor-ready budget; an animated mock-up wins meetings but a playable build wins deals, and the current vertical slice has ~99% core features. Successes: modular grid art that enables editors and tools, a gadget-based RPG instead of traditional skills, publishing traction (Notch retweet, RPS coverage) and owning dev kits to port consoles. Failures noted: no early PR hire, a bad external port that had to be redone, misreading market appetite for steampunk and single-character design.
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chapters (6)
- 0:00Start
- 4:46The Beginning
- 10:05Prototype Team Formation
- 15:31Investor Hunt
- 19:02Full Development
- 26:38Porting
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