Game
Badass Inc.
10 years ago

Badass Inc. hits the ground running on Game Jolt!


Hi there Badasses!

Too Long Don’t Read (for the lazy):

  • This is a demo, not the full game.

  • We need to know if people want to see a full version.

  • It was made for the Ludum Dare 32 originally (links below).

  • It’s gonna be expensive and risky to make.

  • Lots of positive feedback so far.

  • Share the bastard. ;D

Well we’ve finally had the chance to add a completely free game to the library here and boy are we glad that we did.

This has got to be the best online indie game discovery portals going… Maybe we just got lucky with a title that people like, but the feedback has been really helpful.

Anyway the point of this is to let you know that Badass Inc. wants to become a full blown game available on Steam and mobile. It wants it and we want to do it… Unfortunately as many of you know, doing something risky like developing a retro point and click that might only have a limited audience, is not the surest bet for an indie game studio with 10 employees to feed…

So what we’re doing here is testing the water. The proto for Badass was developed by Sebasien Benard for the Ludum Dare 32 on his own time: You can test the Ludeum version here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=2982

It came in at second place overall and got some good reviews and litterally cost us nothing. We decided to explore a little further with the extended demo that you’re playing right here. And the results are even more encouraging. BUT we still won’t develop the game unless we are sure that we could reasonably cover some of the development costs with a kickstarter or an early access model on steam.

Given that the game would be Buy to Play (B2P) we really need to be sure that we’re going to sell enough copies to make it worthwhile. Imagining that the game demands about 100 - 150K to develop (lot’s of writing and translation to be done). That would mean a minimum of 15K units at 9.99 (the going price for this kind of game). In the real world I like to take the number estimated by the devs and multiply it by 4.5 in order to have a realistic estimation, so that would mean 675K and 68K units that we’d need to sell. I’m thinking it’ll be more than 150 but less that 675, but in any case it’s a significant number wither way.

So what do you think? Can you give us an idea of just how many of you would actually buy a game like this? I know this is kind of a self selected survey but so far we’re pretty encouraged by the response we’re getting…

We’ve had stacks of shares, an article in RPS http://www.rockpapershotgun.com/2015/06/21/catty-contract-killers-go-wild-in-badass-inc/ and a faire few smaller youtubers cover the game (thanks by the way). We really want to make this game…

Thanks for testing and liking and sharing. You guys are awesome!



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