![]() We learned a lot about how to market our game via shows and via the press. We've made a lot of friends in the indie developer community, which has been a huge help. While we weren't hugely financially successful from all of our free content updates, the goodwill and reputation that it earned us was a huge benefit. The game was a modest success, and we immediately set to work on adding more content to it, hoping that by continually adding new content we could keep sales consistent. While it probably wasn't particularly healthy to be as obsessed as he was with one project, he sure did get a lot of work done in a surprisingly short amount of time! The first chapter of Dragon Fantasy launched on iOS on August 23, 2011. Adam started making the game as a way to cope with the depression and stress in his life. We started on Dragon Fantasy on Apas a tribute to Adam's late father, Tom. So whether you're a single-platform dev wondering if the grass really is greener, or you just want to learn more about what went right and wrong with a handful of standout games from last year, read on for the mini-mortems. That's why we've put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's Faster Than Light (PC), KIXEYE's War Commander (social), and RSBLSB's Dyad (console). If there is one thing we've learned over the last year at Game Developer, it's that dev studios need to stay current on every potential game platform out there, or risk missing opportunities to reach the widest possible audience. ![]()
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