PSN to SEN: Time to rage quit? - DarkFeed
17 hours 51 mins ago
Teabags of TheGamersHub interviews the team at Honeyslug. As well as their reactions to Kahoots' reception, Honeyslug also comment on future projects and the development cycle behind their first PSP mini.
Ricky: With regard to pricing, my personal marker flags are pub-related: I don’t want our games to be cheaper than a bag of crisps at launch – in particular I think this de facto 59p price point on the Appstore is really damaging to small developers trying to make something non-trivial (like Kahoots), as has been well documented elsewhere. We’ve poured a huge amount of time and love into making Kahoots – so I feel like, if someone doesn’t think it’s worth more than a bag of crisps, they probably aren’t the right kind of customer for us, at least not at launch (I have no problem with games dropping in price naturally over time until they eventually become very cheap / free).
At the other end of the scale, it felt like Kahoots should cost less than a pint of beer. Regardless of having a decent number of hours of gameplay in there, if you’re releasing a new IP – which also happens to have an idiosyncratic style and original gameplay, you definitely need to be hitting that impulse purchase pricepoint – which for me is always ‘ahh.. it’s less than a pint. Why not?’
I guess a big disclaimer here is that we all come from a development background, so we’re no particular experts in marketing – I’m not sure anyone is in this brave new world of of digital media snacking! We’re just trying to find our feet, test out different theories and see what works – so I dunno if I’d give other developers any particularly advice, other than to follow their instincts..








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