Someone had to kick it off. Next year I plan to: Get GLWG actually out on Vita Publish the sequel to GLWG on at least iOS and Android Finish my match-3 game and publish on at least iOS and Android Start (and possibly finish) our "next big thing" (to be announced) Earn over a million dollars (company wide not just personally) Take more vacation time
In 2012 I will try to: * release 4 games (will be a fail if 2012 is like 2011 though) * increase my income There are other things I would like to achieve but they mostly do not depend on me.
All right, for me: Finish at least 4 of the various active projects I am doing (lol is kinda similar to last year, but brought me luck, so... yes) Keep expanding my user base/direct sales, but finally get on iOS/Android. Either with or without Ren'Py outsource some coding to external people but pay more attention to who and/or use a 3rd party escrow site. Too many dishonest people around sadly (and this year I've realized it WELL...sigh) Try making a webgame, but NOT code it directly (that was my mistake in past years) Ignore the "expert journalists" who don't review/give crap ratings to my games and focus on my fans/niche instead Don't even bother submitting my games anymore to any portal! if they want my games, they'll ask me, otherwise no problem I can live without them just fine. spend much less time in front of PC unless it's for work (hopefully next year will make it!) keep donating to charity through Kiva even in the worst moments (the easiest thing to achieve, but good)
1. Ship '7 Grand Steps'. 2. Support/Market '7 Grand Steps'. 3. Either work on sequel, or rejoin the workforce, or work on my 'guilty pleasure' game. All depends upon '7 Grand Steps' success.
1. port my games on at least 2 other platforms. 2. release at least 2 new games. 3. double my income.
-make a niche, PC game that I like (and not trying to compete in any platform rat race or gold rush) -try to sell it
Add support for this awesome input device to the little crane that could for MacOSX. Maintain my 2011 income (had a very good year). Release my first Android Game. Release an update for Hover Biker. New level for the little crane that could iOS version. Port the little crane that could to Android. Attend GDC.
1. Release our 'small OIP' game. 2. Release our 'big OIP' game. 3. Grow the company but become comfortably profitable in the process.
1. Release MMORPG 2. Make 700 bn $ 3. Buy Google 4. Buy Microsfot 5. Sell Microsoft, only for a higher price.
Release Real Estate Empire 3 for PC, Mac and iOs (iOs with a partner). Upgrade Dungeon Demon to 1.3. Try and find an artist partner for a Kickstarter project to do the Dungeon Tiles project. Release Real Estate Empire Online. Release more Dungeon Demon art packs.
1) Ship Eets Munchies in the Spring. Working on this with Klei Entertainment. 2) Make $250K+ and pay off a large chunk of mortgage. 3) Make an "indie" game. (might only be a small Flash game, might be something larger) 4) Make a new casual game (working as Producer/Designer whilst someone else does the rest using my engine). 5) Ship Spring Bonus and Oz on iOS/Android and maybe more platforms. Ideally BFG with publish both as my own mobile marketing success is not good. 6) Make at least 3 jam games. 7) Do some Game Design consultancy work on great projects (have a couple lined up already) 8) Complete secret project in January. Leaving off personal non-indie goals this time.
1) Finish my next MMO project 2) Earn $10m net profit 3) Become semi-fluent in Russian 4) Add 15 lbs of muscle
1) Double my business. 2) Lose some damned weight already! 3) Learn how to cook Heinan Chicken! (...could conflict with number 2...)
1. Release Spring Up Harmony on Android and iOS 2. Release Don't Feed the Trolls on Android and iOS 3. Release a third game. 4. For all these games, have the benefits recover the art, sound and hardware costs.
1. Re-release my last MMO with new graphics/progression/challenges on portals 2. Release next online game project 3. Never ever do graphics by myself
1. Wrap up my online sudoku game and put it on the backburner. As soon as I have six or seven hundred puzzles designed, I can move onto my next project. 2. Dust off an old match-three project and try again. 3. Design a simple RPG using my super-secret, super-awesome combat mechanic.