Always looking for new ways, like adding new platforms is one (like Steam, itch.io, etc). Same with things like the Ouya, or many other androidTV devices that most of us will never have, own, or want, but I do release my games on there as it's often just 1 or 2 days work since these things all run the same platform.
What about time spent on resolving bugs?
As for bigger games, I honestly don't think a one-man company like me should do bigger games. And I wouldn't dare to try it.
Working 9 months on a game is already stretching it pretty much as to what the costs are if you do this full time with no other income. (my games are also the main income for me and my girlfriend).
If a game takes 4-6 months, and it fails, my current range of games will make sure there is money coming in and I can do a new game, even if it's just a sequel or a re-skinning of one of my existing games.
If a game takes 9 months (meaning that's close to a year before you see money coming in) and if it then fails to deliver.. I could survive that, but it will make it a lot harder on the next game, no matter how fast I can make them.
It's a good point, at least for full time indie developer out there like you. I'm aware of that limit and I think part of your success or other people success is you must confront with real market and real customers, like a good lean startup
I'm in the fortunate position of not having to do work-for-hire anymore, my always growing catalog of games are sustaining me and I have a more then decent income from them. Last year I released only 1 new game, and this year I magically managed to release 2 fairly big games and now my next game won't have to be released until 2017, which is a very nice luxury.
Why do you decided to release a turn based game ? It's a tough choice for me
As for marketing, I've looked at various indie marketing companies, and their prices range from $2000 up to $5000 for fairly basic stuff (contact press, streamers, influencers, etc), but so far I just found it very hard to judge how good these marketing companies are and if they are worth that sum. It's hard to track what they bring to the table.
I also contacted publishers with various games in recent years, but never found one that was interested in the game or they didn't have a time-slot for it, or they simply weren't looking for such games at that time (or any other silly excuse they made).
For what I understand about this topic, there is a lot of work behind and a lot of "marketing" companies are not partner in your business, but for them you are a customer, nothing more
As for my plans, with every game I release I learn new things and try new things, from coding a better level-generator to game-design improvements on how to handle stuff like tutorials, hints, or tricks for camera-movements.
I now started a completely new thing, a sandbox type game (which I never play or even like) mixed with original GTA car-driving, mad-max vibes, etc. No idea if it will be the next game, but it's a working prototype for now.
It's time share with us
Mad max sandbox games where old-style lone warrior fight against the world, enemies? Sounds really cool! With your pixel style even more!
While doing prototypes I keep very obvious idea's in the back of my head: Gunslugs 3, Heroes of Loot 3, Space grunts 2, etc.. those are great fallback idea's when a prototype fails and time is ticking out on a new launch. Altho I only do a sequel if I think I can really bring something new to the game or improve on it in some meaningful ways.
This is a good point. I'm a hobbyist right now so working on a sequel is something I don't want to do: experiment with new things is right choice when you don't have too much time. But seems, following your experience, that improve every game (codebase, graphics, gameplay, effect, etc..) is right choice to me. A lot of work and motivations behind btw !