If you released a game and are a bit like me the first few hours after release you are in “panic mode”. “Oh I should have done that”, “What if people don’t like it”, “This is the end of the world!!!!”.

Hopefully you’re not like me and are able to take it easy. So consider that what’s following is only just me in that panic mode and it doesn’t apply to others.

So far I received 2 answers to my mails and 1 website has posted the game. Kieron from Rock, Paper, Shotgun seems to like me as it’s the 2nd time he posted about my games (he previously posted about Golemizer). It’s great to know that somewhere a guy think your work is worth posting about.

Obviously the problem right now is that people are coming the game and don’t find enough people to play. I should have probably sent my mails about the release a bit earlier to give the chance to editors to plan their posts. I don’t know how they are planning their content and since I haven’t received much answers I can only guest.

The thing is that doing a successful release seems to be near rocket science. There’s so many factors that can influence whether you’ll receive attention or not that it’s hard to tell if you did everything you could or not. Were the mails well written, is the trailer good enough, will the server go down, how many bugs will pop once players start playing, …

Of course, a lot of that is because I decided to release a multiplayer that REQUIRES at least 4 players to play a game. The release of Golemizer was a very poor one but it didn’t matter as players could still enjoy the game. Blimp Wars requires people online right from the start. It seems I like to put myself in impossible situations. First build an MMO without having really released a game and then aim to release a multiplayer game. Go figure …

On the other side I learned a bit on how to release a Flash game. The adventures of Bret Airborne isn’t a very deep game as it’s my first Flash game and I had to learn quite some thing but it’s way easier to release. First you don’t mind if people don’t get online all at the same time. You also don’t need to do a lot of work to send news of your game as there’s so many portals that are already doing the job. Just with Mochi Media and Kongregate my Flash spin-off is more popular than Blimp Wars itself … And there are still portals that haven’t approved the game yet (I’m looking at you Armor Games :P).

In fact it’s so easy to release a Flash game that I’m wondering why I haven’t done so before. Guess what I’ll be doing next … Of course few Flash games are actually making good money but that’s not the point (yet). People need to know about you. When you contact editors if they can relate to your previous work it might help a bit. It’s also much quicker to post a short story about a Flash game than a full review of multiplayer game when you’re having a hard time to actually play the game.

So after saying all this I’m still in panic mode. That’s me. Maybe I expect too much.

The only thing I can say is that I’ll surely work on more Flash games using the same IP I have developed over the 2 and a half last years. Making a Flash game doesn’t mean you’ll be able to quit your day job but it seems to mean that you get fast results for a lot less efforts like spending a full year building an MMO …

Don’t go too far as my anxiety is far from gone …

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