Forbidden Solitaire: First Hit From a No-Hit Studio
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In episode 2 of Who Made That, we sit down with Jake Birkett and Helen Carmichael of Grey Alien Games to talk about Forbidden Solitaire -- their first proper hit after 20+ years of indie dev and a famous GDC talk about surviving without one.
From marketing the game before it was made to shipping it on a 2004 codebase, this is a candid conversation about what it really takes to stay indie for two decades and come out with a hit.Forbidden Solitaire:
https://store.steampowered.com/app/3414580/Forbidden_Solitaire/
0:00 Intro
0:40 What's your background?
4:16 What have you been playing recently?
14:19 How do you feel after the release?
19:14 Did the game meet your expectations?
25:31 Wishlist quality
30:38 Early demo reactions
33:41 Where did the idea for the game come from?
40:20 Did the trailer come before the game?
42:36 What if the trailer had failed?
44:09 Is your game honest?
49:06 Did you always know where the development was going?
55:32 Partners as developers
1:04:01 Would you promote a game before development again?
1:07:37 Do you still use your engine from 2004?
1:12:00 Jake's GDC talk
1:14:59 Does anything besides Steam work?
1:17:33 Why didn't you localize the game?
1:25:53 Where is the best place to be an indie developer?
1:29:12 How do indie developers survive today?
1:33:24 Indie marketing opportunities
1:41:27 Collaboration between indie studios
1:45:00 Why did you choose the casual genre?
1:49:47 Did players come for the horror or the solitaire?
1:51:23 Why do you track playtime?
1:55:38 What are your plans for your next project?
2:00:31 Monotasking vs. Multitasking
2:04:39 Outro