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Posts prior to 8/2/2010 may be missing data. If you need one of those posts, please contact kriswd40@yahoo.com and I will try and recover/find it.

A Very Nasty (and Very Late) Post Mortem
Date 2/25/2010    Tags XBLIG, Nasty, XNA, Abduction Action!    (4)

Introduction
In another instance of me trying to be cool by emulating what everyone else is doing (see this, this, and this), I've finally gotten around to writing a proper Post Mortem for Nasty. In my usual wordy self, this is pretty long so I hope you enjoy reading many small words (because big words confuse me).

Nasty was my first commercially released game though I have made several others for the enjoyment of family and friends. It was actually a remake of a game I did about ten years ago (which unfortunately only runs on Win95/98 computers so most people can no longer play it). The concept is nearly identical but most of the enemies are all new. Nasty was also my first game using the XNA framework. As such, there was a lot to learn along the way, not just technical but gameplay wise and marketing wise.


First Nasty video footage


Nasty was released August 24th on Xbox Live Indie Games for a price of 400 points. On December 5th, 2009, the price for Nasty was dropped to 80 points. Nasty has seen two updates since its release to address bugs and improve gameplay and polish. The first update went live on September 25th, 2009 and the second update went live December 7th, 2009. A third update is planned (new features and polish) and will likely be released sometime after the release of Abduction Action!.


Nasty v1 trailer


I started a Post Mortem (wrote about four pages on it actually) shortly after the release of Nasty. Anyone that follows me regularly (and I suggest you do) already knows that sales on Nasty were far, far below what I had expected. At this time, I was very negative about the whole experience (as I imagine most others would be after such a soul-crushing affair) and eventually opted not to post the original Post Mortem because of its negativity. In many respects, it's probably better to be writing this now. Along with being further away from the bad release experience, I've gotten a better grasp on the success (or lack of success) and can be more reflective on what I learned. Plus I can comment on longer sales trends and the effect of the two updates to Nasty.

What Went Right
  1. XNA
    Having previous delved into DirectX programming and some programming using the Allegro game library (coincidentally Allegro was created by Shawn Hargreaves, one of the key people behind the XNA Framework), XNA programming was a breeze. Out of the box, you can create an app that displays a blue screen, which may not seem like much but was a far larger effort with DirectX. I found the framework great to work wi

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Comments

Michael C. Neel

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2/26/2010 10:16:23 AM

Great Post (Mortem)!

The one conclusion I would move from "Wrong" to "Right" is timing. Indie games as a service suffers from small traffic, and anything that raises traffic to the section is better for all. If you had been priced at 80/$1 along side Zombies going viral, I think you would have benefited. After someone played Zombies I'd guess they went "what else is on here I've missed?", but passed over a 400/$5 title to the next 80/$1 game.

By the same thinking, DBP releases will get some "dashboard love" from the MSFT Overlords, and I think the increase in section traffic is worth more than avoiding competing with other titles on the service. I would love to have real numbers on the service however, instead of speculation :/"0" style="
Kris

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2/26/2010 12:57:53 PM

Michael, that's a very valid point. At $1, it could have benifited me a lot (and may have increase my trial downloads even at $5). As a whole Zombies has been really good for the service, bringing it much new attention... and helping to make Nasty look WAY overprices for 3 months :(

My worry with the DBP entries is that the new releases listing only holds 20 games. If a slew of games comes out, you could be pushed off that listing very quickly and lose out on a lot of traffic. Generally games that aren't on one of the "Top" lists don't get a lot of attention, so I want to stay there as long as possible.m
GaMeR

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3/1/2010 12:00:19 AM

Some good points but I disagree a bit with what you said about retro gaming not being as popular, while it's true to a certain extent, games like Arkedo Series: Jump and Pixel which are fundamentally 2D retro platformers have pulled it off. Decimation made by Xona Games got some relatively good feedback as well and unlike the Arkedo games, doesn't really have really flashy graphics yet remains true to the retro scene with it's Space Invader inspired gameplay.?sid=
Kris

Avatar

3/3/2010 7:23:53 AM

I don't have any solid figures to back up that claim, just my overall impression from comments / reviews I've had of Nasty... comments on both the graphics in game and the more retro-ish single screen gameplay.

I love Arkedo Jump by the way, perhaps my favorite game on XBLIGs. Very, very retro and it does seem to have done well."0" s


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