IP Incubator Club Thread 2013: Bi-Week-006: June17-June 30- 2013

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  07 July 2013

DIRECT LINK: https://itunes.apple.com/app/blaste...d615851024?mt=8

COMPANY: 2GMG LLC (2 Guys Making Games)
CONTACT INFO: www.facebook.com/2GMGames and www.twitter.com/2GMGames


PROJECT DESCRIPTION: Blaster X HD is an Arcade Action-Puzzler that is designed for all generations of iPad and iPad Mini. Experience Over 400 Levels of non-stop gameplay spanning across 9 Diverse Worlds. You have free-reign to start from almost anywhere on the screen - Fling, Guide, and Manipulate your Blaster as you try to collect all of the Power Orbs. These Power Orbs are the fuel to your Blaster and keeps it moving. A perfect mix of reflexes and wit are needed to propel yourself to the next level!



Rudy Gjurkovic / Co-Founder
Joshua Chapman / Co-Founder

START DATE: End of 2010

COMPLETION DATE: 5-1-2013 (Released)

WHAT WENT RIGHT THIS WEEK: I started to see an increase in people/companies contacting me to see if they can offer their service in promoting our game, basically on the PR side of things. This happened the most on my LinkedIn profile.

We also got contacted by Gameplay Magazine as they are looking to feature us in an upcoming release. Being Independent, our unique gameplay mechanic and the amount of content that we offer in our game, along with the visuals should be highlights for the feature, I believe.

Finally, we just submitted our game to IndieCade, which is a juried games festival for independent developers. We are very excited to have been accepted in the submission process and we are looking forward to see what the outcome maybe. This is our first festival and we are hoping for the best. At the very least, it could help out with the marketing side of things.

WHAT WENT WRONG THIS WEEK: Hitting a bit of a road-block trying to get our game into traditional Apple stores. I know it was going to be tough going this route, as with very structured companies, these decisions are made on the corporate side versus on a per-store basis. Nonetheless, I tracked down some people and sent out a request on how to make this happen. Waiting to hear back on this one, but not holding my breath.

We also did some more touch-ups to some updates for a near-future release to our game. While also doing some side projects. Those side projects kind of take up the bulk of the time lately.

SHOW AND TELL: Nothing for right now, but hopefully soon.
Co-Founder/Co-Owner of 2GMG (2 Guys Making Games)
Blaster X HD by 2GMG (Over 400 Levels, 100% Independent)
2GMG on Facebook
2GMG on Twitter

Last edited by Rez007 : 07 July 2013 at 01:34 AM.
  07 July 2013
Rez2007, what can we do to help?
How would you like us to help you promote your game? Who would you like us to collectively email to get the word out?
  07 July 2013
Have people like rez who've had trouble getting indie games onto certain platforms tried combining games into an anthology and going through Apple that way? Also is anybody developing for OUYA and the upcoming google Android console (rumor)?
  07 July 2013
Hi Guys,

Sorry if my above post was confusing, just let me try to clear some stuff up. I actually feel our game now is doing better, at least it feels that way. I know personally someone who never used their iPad to play games nor really ever played games in general. Since he was a family friend, he bought our game to support us, gave it a play and now his wife told us that he plays our game every single day when he gets home from work.

The only issue we are having is really getting it into people's hands, which is THE hardest thing to do on mobile. We feel that once we can accomplish that, our game Blaster X HD, has a ton to offer. My estimates for time, is if someone was to play through it without collecting 3 stars on all levels, just a very quick play-through trying to beat it, I am guessing on average, they would be looking at least an easy 15+ hours to complete the game, which is huge for mobile. If you were looking to collect 3 Stars on every level, then that would take a very long time

@Banman7 - Thanks for the comments, that is very kind of you. Since we really don't have a marketing budget, our game is taking the "trickle" effect. Slowly word is starting to get out and I have been getting more offers for PR, adds to Facebook, and people asking to feature us - which is pretty cool. The best thing that I think people can help us with is to just tell their friends about our game and ask them if they have it to please rate the game - that helps greatly.

@malcolmvexxed - Sorry if their was confusion in my post, I could have written it better, but what I was actually referring to was to get our game in the physical Apple Stores. Our game is already in the App Store, but trying to get it in the physical locations on their in-store demo units, like I was able to do with a Simply Mac store, is proving hard with the physical Apple stores. I am not really too surprised to be honest, those games that get on there are controlled by the Apple Marketing team, from what I found out. Usually though, those spots are reserved for major games like Angry Birds, Sprinkle, JetPack Joyride, etc.

@Roberto, thanks again for the top row on CGTalk, that has definitely helped with exposure. I have noticed that since you started posting a picture on the top row of CGTalk, these threads have had a substantial increase in views.


All-in-all us entering into IndieCade and the feature with Gameplay Magazine, could end up being really huge for us. I will keep you guys posted on my findings and thanks again for everyone’s support

Blaster X HD: https://itunes.apple.com/app/blaste...d615851024?mt=8
Co-Founder/Co-Owner of 2GMG (2 Guys Making Games)
Blaster X HD by 2GMG (Over 400 Levels, 100% Independent)
2GMG on Facebook
2GMG on Twitter

Last edited by Rez007 : 07 July 2013 at 03:43 PM.
  07 July 2013
Originally Posted by Rez007: I am hoping that works out well for you - you truly have a gem of a game. Have you ever thought of looking for a publisher? Depending on what platform you are looking to release on, a publisher might be of great value, especially with their connections. I am just speaking from a mobile side of things, but it is no coincidence that the "big players" usually always get their game featured, and those features are the defacto when it comes to sales. If LucasArts was still around, your game would be right up their alley.

Another idea I had is, have you ever thought of possibly cutting the game into "Chapters?" Releasing the first Chapter soon, might be able to provide the funding you are looking for to complete the rest of the game. It can also help then to see what feed-back you are getting too. And, most importantly, your game will be a physical commercial property, which will cover you a lot in legal areas. It is just an idea that I had, but I hope everything works out well for you. I definitely know how it feels to make a game on one's own funding - can be very stressful.

Best of luck to you!

Its funny that you mention Lucasarts, as I used the early Lucasfilm mentality when setting up a lot of this project..that's to say, I'm going to avoid giving away as many rights as possible.

I believe that the only way for true artistic freedom in this day and age is through owning your own IP. And honestly, with things like STEAM, YouTube, and the general pro-indie movement that the gaming circles of the internet are going through right now, I think that there has never been a more perfect time to ditch the traditional publisher model, and go the fully indie route.

There will be a closed off, fully complete, version of the game that will go to a limited amount of people who run websites that have been known to attract people to the crown funding platforms. I *may* release a more public demo, but its a big maybe, and is more of a 'last resort' to drum up attention.

I know its selfish(ish), but I want people to experience the game as a whole. Releasing a chapter, and then waiting for 6 months, I think will ruin the impact of the entire story experience. There will be a demo of the game, but it will be released at the same time as the full game.
  07 July 2013

I could see that style in the videos you have shown in Stasis. I was a big fan of "The Dig" and "Full Throttle" that is why I am really liking your game as well.

Depending on the platform you are releasing too, lets take mobile for instance, the publishers still let you keep your IP, they only act as a distributor through Apple, lets say. Other platforms are most likely different and keeping your own IP is critical to me as well.

I understand you want to release the full version as whole, I was just thinking of a way that might work and still let you keep you on your path to success while still owning your IP. Kickstarter can be tricky. You have a great game, so you should do well. However, there have been cases where games that are further along in development have not met their respective Kickstarter goal/funding. It is a weird mentality as you think that those are the types of games that whould have the greatest success, however some research I was reading before we released our game, shows that if poeple see your game is almost done, they might not bother putting up the money since it will most likely be completed anyway - is what they think. Anyway, it definitely doesn't hurt to try, so best of luck with that.
Co-Founder/Co-Owner of 2GMG (2 Guys Making Games)
Blaster X HD by 2GMG (Over 400 Levels, 100% Independent)
2GMG on Facebook
2GMG on Twitter
  07 July 2013
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