Inaria Post-Mortem
Posted by Rampant Coyote on June 7, 2011
We joked at SingleTrac that Post-Mortems should actually be called “Postpartums,” as you’ve just given birth to something pretty major.
Anthony Salter of Viridian Games has posted a post-mortem for his recently-released RPG, Inaria.
I disagree with his first point, but then it’s something he’d know more about that me. I don’t know that the other “first game” would have ever made it out of the door. Maybe it would have, sure, but I suspect Inaria was a good stepping stone – and an entertaining game to boot. But I’m not privy to his sales data, and lacking a demo (and being on the short side) probably hurt.
As to point number three (not enough content) – I would ask if it’s too late to expand on this? How about an update? Give some of the dungeons an extra level or three. Make more traps / secret doors. Add some additional, more dangerous monsters. How much could the game be improved in 2-3 weeks?
But I do appreciate his candor in writing up his experiences as an indie, both good and bad, and wish him the best of luck for his next game. And hope other indies can use some of the lessons he’s learned.
Filed Under: Game Development, Indie Evangelism - Comments: 2 Comments to Read
skavenhorde said,
There is a lot of oldschool Ultima inspiration here, but then it’s a linear game. A little odd.
I’ve seen on his blog his Let’s Play of Starflight. I would love it if he took some inspiration from Ultima or Starflight and made a graphically simple game, but with those open worlds.
skavenhorde said,
It’s really too bad this one doesn’t get enough attention. It is a fun coffee break game and it’s only 5 dollars. Hell I pay more for that at starbucks.