Information wants to be free, culture follows evolutionary flows — viral memetics — and accreditation, provenance, patents, copyright are all burdens that strangle the free flow of the work and ruin its memetic fitness.
Recognize memetic culture cedes no authorship, no credit; art is produced in a lucid state playing handmaiden to collective unconsciousness — and accelerated by the web — Art comes from beyond the self, comes from the network, or God.
There is no competition among indie developers. The more successful indie games there are on Steam the higher your future chances of success as an indiedev.
Outsized success creates demand for more games similar to it, and as more of those games are created and each further outsized success happens, a new genre starts to establish itself.
As the audience for this new genre increases, more developers are enticed to make games for it, creating a positive feedback loop that only ends when no more outsized successes for it happen.
Your body and your mind are you and you are them. Your body speaks to you through instinct, your mind speaks to you through reason. You feel in control of your mind because reason is weak, you don’t feel in control of your body because instinct is strong.
Body to mind coercion is the default state. Strong ancient instinct is a natural winner, which is why you eat and play more than you should, and exercise and work less than you should.
April Fool’s Day is a great example of how agreeableness acts as a blocker on creativity. Only on the day where wild and silly things are socially accepted do companies try aggressive changes to their products that might make them a lot better, as the social cost of change becomes lower.
For instance, Path of Exile’s battle royale mode started out as an April Fool’s joke. People liked it so much they constantly asked for it to be brought back over 3 years.
Recently I got in trouble over saying the n-word. Yes, that’s right. More specifically, I said that I had a generally positive view on them, but gamers currently don’t take kindly to folks with these newfangled fancy ideas ‘round these parts, so this kind of pushback isn’t unexpected. What was surprising was that, like in ‘em good ol’ days, I even got called an “n-word lover” by this here boy what calls himself ‘DANDEE L’OREO’:
In this post I’ll go over my gamedev plans for 2022.
SNKRX # Updated stats:
In the end I ended up making about half of net revenue.
And even though I haven’t released an update in months it still has a good number of daily players.
SNKRX plans for 2022 are finishing the game’s rewrite and releasing more updates. I’ve had a solid idea of what I want the game to be for months now and it’s just a matter of executing faster, which has proven challenging, but I’ll get there eventually.
Recently someone sent me an e-mail asking me, roughly, that given my recent posts it seems like I don’t value marketing that much. And given that marketing is such an important part of being an indie developer, what gives?
Why do I place such a low amount of value in activities like building wishlists, sending keys to influencers, building a community with a Discord server, and all the other tried and true activities that every indiedev should do if they want to have a chance at success?
Eventually I want to make an MMO. I’ve already sort of described it here but that idea will probably change significantly over the years. What won’t change is the fact that successfully running an MMO is both a massive technical and social undertaking.
I’m constantly working on improving the technical side of things by just programming a lot, but the social part of it is harder to practice because you actively need a community of people to manage, and until now I didn’t have such a thing.
A few days ago Baumi posted a video where he reviewed SNKRX:
It’s a very good video overall but the part that interested me the most was the one I linked above. It’s a 4-5 minutes watch and there he’s talking about how the contribution that the game made was sort of taking the auto chess formula and applying it to a different context, and how from there you could really apply it to anything because it’s such a strong and solid formula that it should work anywhere.
This article contains post-release financial results, thoughts, plans and assorted data for SNKRX.
I’m writing this mostly for my own future reference, especially the comparisons with BYTEPATH, since it’s useful to see how differently
these games are performing despite being released under very similar conditions....