This afternoon as I was plugging away at something when I happened to peer over at my e-mail for a moment, only to be greeted by a fairly nondescript looking message:
At first I thought it was a mistake. I mean we’d only been on Greenlight for all of 46 days, and although we saw a pretty steep spike in visits and “yes” votes on our first few days Greenlight, things had really slowed down. In fact, we were just ramping up for a long marketing and promotion slog; everything I’d read suggested that we would need to make it to the top 100 to even be considered, and we still had a looong way to go.
Well, all of that became irrelevant in an instant! And while we’ll never really know what factors contributed to us being Greenlit so quickly, Ricardo and I speculate it may be due to:
having a playable demo (rather than solely videos/images/etc., which can easily be faked/doctored)
having a website and social media presence (albeit a modest one)
In any case, we’re quite grateful to Steam for giving us this opportunity, and to everyone who voted or commented on Greenlight. We can’t overstate what a huge milestone this is for us–not only for the game, but also to us personally!
And though we still have a ways to go, this milestone will no doubt give us an insane amount of motivation and energy to help us see this thing through to completion. We won’t let you down! 🙂
While our initial gameplay video certainly captured the overall tone of the game, we felt it was slow to build and didn’t really showcase enough action. The game is chock full of pixelated blood, explosions, and exorbitant amounts of projectiles, after all. Seeing as we’ve just submitted the game to Steam Greenlight, we figured now would be the perfect time to put together another video that truly captures the essence of what we’re trying to do.
Snug here with an important announcement about Operation Hardcore.
After careful consideration (and several “consideration beers”) we’ve decided to switch our focus: initially we had been hoping to release OH on the Wii U first, however, we’ve come to the realization that an initial release on Windows/PC is really the way to go.
What does this mean? Well, it’s actually good news, for several reasons:
it allows us to deliver the game sooner than we would be able to on console, since we don’t need to go through any sort of third-party mastering/validation process
it allows us to move away from “gamepad only” and explore alternate control schemes, such as keyboard/mouse
it gives us much more control over selling the game. We can use services like Humble Bundle, Steam, etc.
depending on sales, it allows to raise funds to ultimately purchase console dev kit(s) and/or garner interest from indie programs like id@xbox
So, as it stands, our plan is looking something like this:
Get the Humble Bundle widget up so we can start accepting pre-orders (done, see below!)