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How his game made $200K in a week | Pluto: A Few Quick Matches

Today we're talking with Pluto, head of Studio Bidou, who just launched his first game, "A Few Quick Matches", which was an unexpected success! He shares his background in the (ongoing) stick figure animation community, thoughts and experiences creating the game, what he's learned post-launch, and we briefly chat about the absurdity of Roblox.

You can pick up "A Few Quick Matches" on Steam:
https://store.steampowered.com/app/3805420/A_Few_Quick_Matches/

Or learn more about it on the game's YouTube channel, @afewquickmatches

Also check out Pluto's other work (the "Doors" series) on @hyunsdojo :
https://www.youtube.com/watch?v=Z9m1EEs1Wrs

Want to learn more about wave dashing? Check out this video by @Akshonmedia : https://youtu.be/bMGQ64RR2B4

Join our Discord: https://discord.gg/ZYtU7hhZW9
Support us on Patreon: https://www.patreon.com/playableworkshop
Jack's Channel: @JackSather
Nick's Website: https://nick-glenn.com

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Hey, Nick here. If you're wondering what that bit at the end was about, my grandfather unfortunately passed away during the editing of this video. He was one of my heroes: kind, gentle, patient. He was the one that cultivated my interest in computers and programming. Without him, I wouldn't be who I am today (in so many ways) and Playable Workshop certainly wouldn't exist. I'd give almost anything to hear him greet me with "Nicky boy!" just one more time. Love you, Grandpa.

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0:00 Playing the game for the first time
1:11 No ledge grabs mechanic
1:42 Wave dashing and tutorial design
4:47 Pluto's 20-year history with stick figure animation
5:45 Stick figure community history and Xiao Xiao 3
8:44 Soulja Boy's stick figure background
11:05 Game development setup (Game Maker, Platform Fighter Engine)
12:02 Team composition and roles
14:19 Two-month development timeline
16:15 Target sales vs actual sales
18:01 Financial stress and debt relief
21:03 Steam revenue process
22:14 Power of stick figure aesthetics
24:13 Platform fighter market timing
27:28 Twitter/X strategy for indie game developers
28:33 Screenshot Saturday and community engagement
29:10 "Make it pretty before you code" philosophy
39:20 Character creation pipeline
42:52 Future character reveals and community speculation
45:00 Modding tools and accessibility
51:24 Managing community feedback and bug fixes
53:00 Review scores and player criticism
57:30 Fighting game community expectations
1:02:20 Skill-based matchmaking needs
1:07:39 Why platform fighters struggle to maintain audiences
1:09:20 Player retention vs Smash Bros dominance
1:16:18 Roblox revenue comparison
1:18:00 Art vs commercial success debate
1:23:13 Managing Discord community
1:26:41 Balance patch disasters and quick fixes
1:33:02 Additional content and tournament plans
1:34:32 Time constraints as development tool

Видео How his game made $200K in a week | Pluto: A Few Quick Matches канала Playable Workshop
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