A month ago, I flew to Krakow, Poland to attend the Digital Dragons event to take part in the Big Indie Pitch and to talk about our game. It was still very cold in Finland but pleasantly warm in Poland, arriving to Krakow airport I was greeted by this great summery scene, a huge picture of the pope printed on the parking lot wall and bus ticket vending machine that didnt't work. Welcome to Poland!
After a bit of shuffling about, I hopped on a bus to the city center, the old town where our hotel was. Turned out that the hotel was really close to the spot where the bus stopped, the room was nice and I went to sample some mc Donalds, my first big mac in a new country. I'm sorry if you hate maccers, I tried to find KFC but got too hungry and frustrated.
Spent the day in the hotel room obsessing about our pitch for the next day. In the evening Mr Z came from Lomza and we hit the old town to eat some nice pasta and drink heaps of white russians. Of course we had to, they were tasty and inexpensive and nice and the Polish are not skimpy about their vodka so the caucasians had a nice bite to them. Catching up with mr Z was a lot of fun, he'd been away for a while to take care of some stuff in Poland. I got a warm welcome and in a true Polish fashion got very inebriated. Disclaimer: Kids, inebriation is not good for you, drink responsively!
Wednesday was more pitch preparation and in the evening we headed to this club where the big indie pitch was held. Loadsa people queuing to pitch, long, slow moving lines and of course, beer. We met our friends from Createrria and hung around waiting for our turn.
The pitch was not the usual auditorium affair but this speed dating thing where you were assigned to a table with two people and had to state your business in four minutes until the gong rang. There were like 7 tables with various people, publishers and the press and some people who were there just to try to sell you their shit for your game. For a first timer it was a jarring experience, we went in to discuss our funding situation but the speed-dates were only interest in a release date and what to write on their sites and so forth. Generally it looks like pitching at pocketgamer events such as Digital Dragons is good for promoting your game and nothing much more.
Maybe the speciality of DD was that it was mainly geared towards Polish projects that are looking for a Polish publisher with Polish publisher budget. In our case, presenting the game is quite difficult as you actually need to get out and play it, problem that we've experienced along the way, so we showed the video and chatted about the game.
The following day's stuff was good tho, we went to see many presentations about how to release an indie title and what kind of moves to make to get there. I went to see Julian Gollop (of x-com and chaos reborn fame) and he showed some really nostalgic stuff from the eighties. Did you know that his first game, chaos, was published by Games Workshop for the ZX Spectrum back in the day when they were just a two man and a donkey operation working at their mums? That was way before they trademarked the words 'I' and 'And' and 'SpaXe maXines'. That was cool.
Julian told about his trials in the regular games business and why he wanted to try kickstarter to fund his 'indie' game Chaos reborn. Sure enough he's the guy with the fame but even for him it took considerable effort to plan and run his campaign to reach his goal. Julians famous buddies had told him that if he'd kickstarted a year ago, he'd probably pulled in money in the X million range instead of X hundred thousand range. For us N00b indie devs you'd probably be able to pull 20K if you worked really really hard on the campaign, more if you get Ricky Gervais and Lord British to tout about your idea on twitter/reddit whatever. Anyway the thing that had worked for Julian was to release a browser-playable preview of the game on the last stretch of the funding run.
We listened to quite many indie devs and their experience is that get testing early, get a closed beta or stuff like that started really really early to get feedback and so such. We re-evaluated our strategy considering the tests and decided that is what we need to be doing, giving people the alpha to play.
So after DD, besides training for the Midnight Pitch fest and doing the business stuff, we've been hell bent to produce a playtest build and have a few playtesting events near Oulu to get people to see our thing. This means that most of the stuff that goes into the primeval basic Hoodownr is ready. And that my friends is a lot of stuff! And that lot of stuff has translated into lot of frantic hours to prepare our next alpha over the past few weeks, a total chaos of coding, testing, walking, cycling, changing diapers (two members of the Hoodownr team just became fathers) and so on an so forth.
We're hoping to wrap up our next playable for this week and have a playtest event at Kulttuuribingo here in Oulu. There will be an annoucement about that on our FB page in the next few days, keep on close watch ladies and gentlemen!
All in all, DD was a good experience and We had a lot of fun in Krakow. Meeting Oscar 'lost on location' Clark was groovy, as a LARP-person he was really digging Hoodownr. Bonus!
I wish I could go for a proper holiday to Krakow some day, the city is full of history and amazing things to see, time to shake off any Poland related prejudices and see for yourself I say!
Many more things to tell soon! Come and be blown away by our pitch at the Midnight pitch fest next week and have a chat and a spanking new Hoodownr flier while you're at it. See you soon!
Sami
Hastur
Mr Gollop! |
the Polish ministry of Economy-booth |
we had to pimp our passes |
back in Oulu, fun stuff at Kulttuuribingo |
The Bingovision Hasturphonic zx-6000! |
Ei kommentteja:
Lähetä kommentti