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Topic: Zombies and Pterodactyls 20XX for XBLIG in 2010

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Zombies and Pterodactyls 20XX for XBLIG in 2010
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I really enjoy using XNA and would like to keep doing so and expand into other genres, but the games aren't selling well enough to keep me afloat.I can't blame anyone but myself though, because I've been too focused on making the games I wanted to make for XBLIG instead of adapting better to what has worked well. Instead of doing very focused arcade-style games for one dollar,Runescape Gold I probably should have made somewhat deeper games (like Inferno) with more personality and sold them at three or five dollars.In terms of my games, I realized too late that the original Crossfire should have had difficulty levels. I added gameplay modifiers to make the game more accessible in an update, but that was too late for most people and not the best solution.What is the biggest lesson you're going to apply to the next game you make?LS: Super Crossfire will be coming to lots of platforms with the best parts or Crossfire 1 and 2 all rolled into one, then spiced up with some extra content and polish. I expect it to come to PC and Mac first, with iPhone/iPad versions a little later. I'm very curious to see how the game does on other platforms compared to XBLIG.As for what I do after Super Crossfire, I'll definitely be going for homeruns from now on instead of a bunch of singles. The monthly games are a bit exhausting to create, and I want to make sure I put out a couple games that really show off what I'm capable of before I have to get a real job again.I'm hoping Microsoft does something drastic like adding Achievements to XBLIG so that the platform can make money for more people, but it seems unlikely to happen. That's not to say some developers don't make nice money on XBLIG, just that very few people do.Ska StudiosSka Studios has tackled multiple fronts on Xbox Live, Cheap RS Gold with The Dishwasher: Dead Samurai on XBLA and ZP2KX - Zombies and Pterodactyls 20XX for XBLIG in 2010.



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