Indie Post-Mortem Shows Developer Problems, Pitfalls 18
Thanks to Game Matters for its weblog post pointing to ex-id programmer Brian Hook's post-mortem on his indie developer, Pyrogon, discussing "a good time to sit back and reflect on what went right and what went wrong." With Pyrogon, particularly known for its Flash-based Web games like Candy Cruncher, "ceasing further development of new titles", some of the trials and tribulations of the independent developer are laid out, with headings including: "Publishers Never Say No, They Just Stop Answering E-Mails", "A Good Demo Is Not Enough -- It Must Be Jaw Dropping", and "Unless You Are Chocolate Covered God, Any Deals Offered Will Suck."
Candy Cruncher is not Flash-based (Score:4, Insightful)
I read an article by the guy that ported Candy Cruncher to Linux and he was using SDL. It is clearly NOT a flash-based web game. Just because it has cute, shiny graphics and it works on multiple platforms does not make it Flash-based or browser-based.
Re:What was the sociology and psychology? (Score:4, Insightful)
I don't think his move really changed what was going to happen to that company. They were simply riding a temporary indie/puzzle game boom and they didn't change their focus once the boom was over. I guess the fact that they were creatively drained probably affected things too (preventing them from switching genres easily).
Doomed (Score:5, Insightful)
The duo seemed to despise doing anything they didn't consider "real work." If that's the case, be a dev/artist for someone else! Don't start your own company and expect to be "doing the thing you love" 8 hours a day, five days a week." I've been an entrepreneur-- you spend 1/3 of your time working on what you want to do and 2/3 of the time working on the things you have to do to make payroll/rent/expenses.