The Indie Bubble Revisited (Are We All Totally-Doomed, or Just Regular-Doomed?)
jeff-vogel.blogspot.com
jeff-vogel.blogspot.com
I also bought Deadlight.
I think there is a fairly huge market for platformers. However, it's certainly a very crowded one. There are over 500 platformers on Steam. Want to make one with pixel graphics? There are already 97 of those.
http://store.steampowered.com/app/363670
But it does not sell very well. So puzzles are off too. As an indie, you cannot really compete with FPS or MOBA genre. Someone might suggest RTS, but RTS is replaced with MOBAs.
The only genre I see lacking and what would be easier to sell on Steam are RPGs. But those take a lot of time and effort to build. If you work alone, it's hard to justify 2-3 years of development before making any money.
I'm currently considering what will be my next game. Perhaps a 4x game that would have a vast and complex world that lives on its own.
The thing with niche genre/topics is that most of the successful players have a pretty established track record of delivering an above-average product - see Paradox, the Close Combat series, many of the hex-based wargames, the author of TFA. There are also in many cases established classics that are timeless, so if you're going into that space, you need to either have an interesting spin, or really outdo the classic. Just building a clone isn't going to get you very far.
It might be interesting to build something like one of those old hack author plot-wheels for indie games, based off of this: http://gamedevtycoon.wikia.com/wiki/Game_Development_Based_o...
From the trailers, I can't really see this as a puzzle game. For me, examples of puzzle games are rather
* most games of Zachtronics (but in particular Ironclad Tactics is not)
http://www.zachtronics.com/
* the Hexcells series
* Antichamber
* The Bridge
* Sigils of Elohim (but even "The Talos Principle" only in small parts (which does not mean that it's a bad game))
etc.
For me, a puzzle game is really about solving difficult problems in a rather relaxing way. In other words: Whether you are able to solve a level will only depend on your capability of puzzle solving (i.e. intellect) and not your reaction times.Most puzzle platformers do not satisfy this criterion, so I mostly can't consider them as puzzle games (which does not mean they are bad games, but often bad puzzle games).
Since the game is not selling well, I guess there are many other players that share your opinion. I'm considering to remove such puzzles completely. The game will be 25% shorter, but it still is very long (all players that completed it clock over 10 hours of play), so I don't think it will be a problem.
Quagmire from 1993 http://macintoshgarden.org/games/quagmire looks better in a video https://www.youtube.com/watch?v=pIy-Ssv3l6s because there's some bounce in the robot and enemies seem more alive.
That said I'm sure there are plenty of games with exceptional art styles that aren't selling well either. It's not just over-saturated by less than professional art, gameplay or whatever, but by good art.
I think part of the problem is that the review system is all screwed up. I'm sure that there are a lot of games that I'd love to play. I just don't know how to find them.
In the good old days, there were respectable publications where reviews were detailed and relatively accurate. I don't know what the replacement is.
Now, there may be some good indie games on Steam, somewhere, but to me it's buried under the pile of of greenlit / alpha / early access crapware.
Terraria, Space Engineers, Star Forge, Rust and other have all burnt me in this manner.
Rock Paper Shotgun agree on the pre-order front. http://www.rockpapershotgun.com/2013/03/18/editorial-lets-no...
Games became very easy to write. Go-to market became very easy to do with game selling platforms (i.e. appstore, steam).
Match that with most "game players" would love to be "game developers" - and you get a flood of games of varying quality.
Now it's (sadly) less about making a great game and far more about screaming above the noise.
There was a string of highly celebrated indy games that were truly garbage and people quickly came to the conclusion that there was collusion between the "Game Journalists" and the "Indy Developers". Once people started to research these connections in many cases it turned out that the developers were close friends of the journalists or even involved in relationships.
GamerGate was the start of the process of publicly connecting the dots and showing the collusion between these shady characters. The response was a massive coordinated attack and smear campaign on "Gamers" by the very people who were being outed. The war rages on to this day and probably will for years to come.
There never was a large number of high quality Indy Games. Game journalists did a huge amount of damage by promoting garbage and then attacking the very consumers who they were claiming to be catering to. To most gamers these Journalists have lost all credibility.
you can find out more about who these "Game Journalist" are at Deep Freeze.