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Dave Toulouse's Blog

 

Indie game developer active since 2007 and releasing games un the name Machine 22.

Human Extinction Simulator, turn-based tactical space combat
www.machine22.com/humanextinctionsimulator

Bret Airborne, puzzle RPG
www.machine22.com/bretairborne

Blog
www.over00.com

Twitter
https://twitter.com/Over00

Portfolio 
www.machine22.com

 

Member Blogs

Posted by Dave Toulouse on Tue, 31 Mar 2015 02:49:00 EDT in Business/Marketing, Indie
Awareness is the most difficult challenge indie devs have to face but even when your game is not hugely popular Steam can make an interesting difference through weeklong deals.


Posted by Dave Toulouse on Fri, 06 Mar 2015 07:16:00 EST in Business/Marketing, Design, Production, Console/PC, Indie
The ups and downs of the development of the indie game Human Extinction Simulator released after a year of part-time work.


Posted by Dave Toulouse on Mon, 15 Dec 2014 01:49:00 EST in Business/Marketing, Console/PC, Indie
As an indie game developer your main goal can't be to just get your game on Steam. You want to build an audience that will follow you but unfortunately many people submitting their games to Greenlight don't seem to realize this.


Posted by Dave Toulouse on Wed, 29 Oct 2014 02:33:00 EDT in Business/Marketing, Console/PC, Indie
As and indie dev with a game stuck in Greenlight I won't be joining the group of devs trying to "beat" Greenlight but I understand that their frustration isn't just out of some entitlement.


Posted by Dave Toulouse on Wed, 08 Oct 2014 01:34:00 EDT in Business/Marketing, Indie
How effective Twitter really is when you're an indie dev slowly trying to crawl out of the shadow? It doesn't hurt but it really shouldn't be your main strategy.


Posted by Dave Toulouse on Mon, 25 Aug 2014 09:25:00 EDT in Business/Marketing, Indie
YouTubers struggle just like indie devs to find an audience. Here's why I think there's an opportunity there.



Dave Toulouse's Comments

Comment In: [Blog - 04/22/2015 - 02:45]

Your best guess is the ...

Your best guess is the person approving games on Greenlight decided to give a go to your game just because. r n r nSame happened to me. I had 2 games on Greenlight and both passed the process on the same day and both were miles away from the top ...

Comment In: [Blog - 04/09/2015 - 01:36]

I had 2 games greenlit ...

I had 2 games greenlit the same day. One released in 2013 that spent over a year on Greenlight and another released this January that was on Greenlight for 6 months can 't recall exactly . r n r nIn both cases the games were even more far away from ...

Comment In: [Blog - 03/31/2015 - 02:49]

You got me wrong there. ...

You got me wrong there. I have nothing against sales. I do think however that many indie devs are a bit fast on the trigger. For example, I fail to see the interest of a 10 discount on release when every other games on the list have the same discount. ...

Comment In: [Blog - 03/06/2015 - 07:16]

Yeah, the simulator part was ...

Yeah, the simulator part was a subject of discussion for some time. The initial name was actually The Stars Remember with a tag line Human Extinction Simulation . r n r nThe thing is that there are so many games with the word stars in it that even I can ...

Comment In: [Blog - 12/15/2014 - 01:49]

Indeed. Having to wear all ...

Indeed. Having to wear all the hats is challenging and it 's inevitable that we end up making mistakes or are just being bad in some roles. r n r nThere 's no real trick to this beside iteration, learning from past mistakes and hopefully not giving up until it ...

Comment In: [Blog - 11/12/2014 - 01:39]

I think by now Kyle ...

I think by now Kyle you are about done with contradictory advice that probably just confuse you even more than you were before so I 'll just say thank you for sharing your story. r n r nIf there 's anything to learn from it I bet you already have. ...