“What’s going on,” people who stumble onto this blog wonder. “Where did Karja go? Did he quit blogging and developing games and whatnot?” Of course not! But lately I’ve realized something very important:
A one-man game company is an incredibly fragile thing.
“Well, duh,” the observant and cynical reader comments. “That’s obvious!” Yes, indeed it is. But – as with so many other things – it’s very different to know something and to experience it firsthand.
When I was developing Wildhollow I ran into some difficulties. In the spring of 2009 the game lay nigh-on-finished but I couldn’t bring myself to complete it. Personal issues were messing with me (and of course, I went to China for a couple of months over summer too) and the entire project just came to a full stop. Interestingly enough, almost the same thing happened this spring, with Spandex Force: Superhero U. This time I lost the motivation completely; I watched countless hours of TV series instead of working on my li’l hobby project or writing on Cynical Stuff.
I know that I’ll finish my projects (I was planning on an August release for Spandex Force: Superhero U, but I’m going for a Christmas release instead), but sometimes the amount of work involved feels pretty overwhelming. You think making a polished game is just fun and…well…games? In both the case of Wildhollow and Spandex Force: Superhero U I had the main gameplay in place after a couple of months; the rest of the time is spent on spicing up the storylines, writing dialogue, adding effects, polishing the GUI system, etc etc. There’s always a ton of work to do that you (well, maybe not specifically you but people in general) don’t think about. Here’s a quote from Bytten’s Wildhollow review:
This time around [KarjaSoft] expand their catalogue of excellent games with another polished effort. [...] As usual for a KarjaSoft title, the most striking feature of Wildhollow is, without a doubt, the immaculate presentation. From a seamless install, to a seemingly bug free playthrough, and a clean uninstall – everything worked perfectly. It’s hard to find fault with such a professional offering.
This is not just tooting my own horn; I know that there are gameplay issues with all of my games. But I do pride myself on trying to make the best of what I have to work with. That includes making the game as polished as I can with my meager budget and limited art skills that I apply to GUI work and game design features. And that takes time.
But the fun doesn’t stop there! Even when I have a completed game, there are other things to take care of. The game webpage, writing press releases, contacting distributors, setting up the payment system, playing other games to see what the competition is doing (woe is me – such a hard task), planning where to go with my next game(s), thinking of my long term strategy…and worrying about making the games profitable.
It would be incredibly nice to have someone to share the burden with, but at the same time I feel pretty good about accomplishing what I do.
So, what’s the status of Spandex Force: Superhero U? It’s most certainly alive and kicking, and I have some interesting plans for it. Some of my plans have changed, and some things have been improved – but I’ll save that for another blog post in a couple of days. Maybe I’d better take some screenshots as well by then.
If you’re a productive developer/artist/designer with panache and humor, feel free to contact me about game project collaborations. I ain’t found anyone yet, but I’m open for suggestions!