The 1.2 million games collected at the CF failed and the 250,000 yen was deceived.
After that, when I was crowdfunding in May, I was picked up on the news site, and I was able to get a trial and RT by a famous YouTuber to some extent, and I was able to get a second buzz.The third time was a retweet campaign called "always giving the right to participate in beta", and it became a hot topic again because it was about 4,000RT.
――In the beginning, there was a story about the game concept, but did you get any effect on the development of the game due to the attention of buzz?
There was a hill.The number of feedback and bug reports increased overwhelmingly, and it was a nice scream that it was hard and hard.
――When I saw Note, I got the impression that I was busy with the increase in feedback, and on the contrary, I couldn't afford to look at the concept, but what about it?
Saka Sushio: I think it was certainly a certain effect, but if it wasn't written in an article, it would be a different matter if it was decided, so I don't feel like this because the number of users has increased.
――In GAME*Spark, you often pick up interesting works that have been released to the store page and make it your own news, but what do you think about the movement of the media?
Susa Sutao's personal idea, but I'm very grateful that I was able to pick it up without a press release.After all, I'm glad that the game is attracting attention, and I feel like thank you very much because the sales increase and the number of Discord servers increases.
――How, how was your wish list and sales increased after this work released the store page?
You can see this graph, but you can see this graph, but a large increase has occurred twice.The first time was released to the store page and GAME*Spark was introduced, and the second time increased during open beta.A little excitement around May 2020 was when crowdfunding was implemented.
Click here for sales data.At first it sells about 150, and there are about 50 waves about twice.At this time, 922 bottles are sold in total.Japan is still overwhelming in Japan, but it is also purchased from the United States, China, Russia, Argentina, etc.
The sales are about $ 7,700, but only about $ 3500 actually transferred.The amount actually transferred from STEAM's sales is about 50%, but the breakdown is the breakdown.
It has been deducted from sales at a rate.
By the way, $ 3,500 is probably a big amount from the student's status, but after the time it took on development, the hourly wage was "10 yen" ...
"I want you to be aware that the developer is also a person." - What you want to tell the developers and users
―― Then, if you want to convey the same indie game developer or player after this experience, please give me something.
I felt that what I wanted to convey to the developer Sakusa is the success of the game, how much attention can be gathered before the release.I think it's really good to take this time, just like game development.
If you have a good name recognition, the number of people who buy it on the release date will increase, it will be in the top of Steam sales, and it is easy to create a virtuous cycle of buying it.I think the number of money you can earn will be determined by the first game of the game (until the game is over).
What I want to tell the user is that feedback is very grateful.Some of them are not very helpful, but it would be helpful if you could write something like "It's good, but this is not interesting."
"I don't know the operation" is also an important feedback, so it's really grateful to give feedback because it also increases the support of explanations there.
Also, if you think the game is boring, you can write a critical review.But we are also human, so when we say that it hurts, we come to our hearts.So, when writing a critical review, I'm grateful to post it a little more about the developers.
――What do you want to return to when you can get the time back?
Susa Saka This is already before the actual development.As with the story around the earlier asset, "QUICAL" was made using a program asset that contains the basic elements of FPS.
However, if you open the lid, the quality of the asset code is too low, and it is a lot of time to read the code when you are trying to fix the bug of the asset itself or want to add something.It took me ... The addition of the elements of the elements I spent more wasted time than the simplicity of reading the code.
So, even if you are also using assets, I think that if you select more base assets in the early development of development, it would have been high quality.
About the new industrial game "MOORESTECH" under development
――I heard a very interesting story.Then, from the story of "Quical", I would like to tell you as long as you can talk about the simple outline of "MOORESTECH", which is currently under development.
Suto Saka Susa: In a nutshell, it's a bit niche, but it's a "Micra" industrial MOD pack with mass production elements.In general, I think it's close to that if you can imagine the industrial MOD of Micra or "Factorio" and "SatisFactory".
"Factorio" and "SatisFactory" are mainly interesting to build factories and lines for mass production, but on the other hand, the good thing about "Micra" industrial MOD pack is "to make the items you want to make.It is interesting that it follows infinitely to make a machine to make a machine.
It is very interesting to make a large amount of intermediate materials, and what is called the "intermediate material festival" is very interesting, and it is interesting to add the elements of creating a line for mass production like the two works mentioned earlier.The theme of development is that it will be.We are developing a game where you can enjoy the intermediate material festival of the industrial MOD while placing mass production as the main axis.
――I would like you to tell us about the perfection, development period, and future release.
Susa Sujio has been developing for about six months at the moment, but the degree of perfection is still about 10%to 15%.The current plan is to go to the pre -alpha stage this year at least.
After that, we aim to bring the beta version next year to the degree of perfection that will allow early access to be seen if the development proceeds smoothly.And one and a half years later, we will proceed to early access, and the official version will be possible in a few years.
――I said, "It is important to maintain attention before the release", but what kind of measures are you planning in this work?
Susa Susa: The theme of this development is "Game Development as a Service".This is the theme of providing the game development itself as a service as a service.
The development side hears opinions on the progress of development and the introduction of new elements, and the user will develop while conducting two -way communication that can contribute to the game development, such as proposing opinions and feedback.I am aiming."MOORESTECH" is developed in open source, which is also part of this.
This work is planning a long -term development.So, of course, the fun of the game itself, but I also want to form an interesting community and gradually expand the user with word of mouth.In addition, I would like to do the successful RT campaign with "Quical" this time.
I want to make an indie while working as a large company
――You are currently a third -year college student, but do you have a desire to join the game industry in the future?
Suto Sakaho Yes, we are aiming for the game industry.I want to continue making games in indie while working in the game industry.
――What is the size of the company you want to join?
I want to work for a big game company with Susa Suto.Large games want to learn about the charm, development system, and technology that is only there.The rest is simply because if you are a major company, your salary is high and white (laughs).
Another thing I love to have insurance, so if I live as a game developer, I don't think I will stop working at the company unless I can earn a considerable amount.Even if "Quical" was a huge hit, I was going to go to the company.
If you become a member of society, you can write your experience as a member of society in your resume, so if you fail in the future, you can leave a reemployment path, so you will definitely cut off a new graduate card and go to the major.One of the reasons I want to work for the company is to leave insurance.
Passport was issued just to register as a developer in Steam
――In the first place, why did you decide to start making a game?
When I was in the second year of Susajio high school, I liked and played "Goat Simulator", but I couldn't destroy the whole city, so I was dissatisfied at best that I could break only people, cars and accessories.。
So I started studying programming such as Unity because it would be interesting if there was a game that could destroy the city and terrain.
――Did you learn programming on your own?
Saka Sutao Yeah, basically it is self -taught.If you refer to the Internet and books as the main, and if you don't really understand it, you will find advice on the Unity Developer Guild.
――Is there an episode that was hard around that?
Suto Sakao is a student, so I need to get the cooperation of my parents when selling the game, so I talked about registering the developer of STEAM, but at that time the final test was nearby.Do you not do it after the end test? "
But while studying, saying, "No, I want to do it now!"The final test is not particularly red, and I have a reasonable score.
――It's amazing story, "Mom, I want to sell games at STEAM (overseas), so if you like the exam, please help me."
Susa Sujio By the way, at that time, there was probably no My Number card, so I issued a passport just to get a Steam developer account as an ID card.I still have it, but I have never traveled abroad (laughs).
--thank you.Looking at the remarks on Twitter, I felt that I still wanted to work as an indie developer, but I will tell you if there is any vision of how to work as an indie developer in the future.I want you to have it.
Susa Susa: First of all, I want to make "MOORESTECH" a long -term title, so I hope I can continue for the next five years.
"Making the game you want to play" is the axis in my indie game development, so I want to continue making it without blurring.
--thank you very much.
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