Inevitably I am making a comparison to my previous release, 868-HACK, which sold very well (it is at 13978 copies and still going steady). Each game had been doing better than the last and at that point I thought that I had made it. I thought that yes I can relax now and just make the things I want to make without stress. (And then I didn't get much done for a while because overworking myself and having all the stress has consequences but that is another story.) I expected Helix to do even better because it is much more accessible. Every time I show Helix to someone they figure it out within seconds and then end up just sitting playing it until I demand my ipad back, whereas 868-HACK they'll poke at confused for a little while then hand it back; it is a very obtuse game.
Helix is going to be game of the year, whichever year @smestorp decides to make sound effects for it and put it out.— Bennett (@bfod) February 21, 2013
I am not that worried about the money right now; I have plenty saved from 868-HACK to keep going, even with my wife being about to become unemployed. Seriously I'm okay did you see that number last paragraph (and I'm releasing it on PC soon NO REALLY THIS TIME and hopefully people will still buy it there even though I took so long about it). I can keep making stuff. But it does feel very unstable; I can put all the work into something that seems like it will do well and that everyone is telling me will be the biggest thing ever and then it's just not. For me, while I am primarily making games out of artistic inspiration part of the motivation to finish things well and fix all the bugs comes from the hope of getting paid for my time, otherwise I would rather keep chasing new ideas. And Helix ended up taking a lot of time to get done. I don't know, maybe I can get fast again but maybe I am just getting old and slow and I will take longer to make things.
I had kind of intended to stop entering the IGF, at least for a while. I had had three games in it, maybe that's enough and I should leave some space for new people right? But then I was looking at numbers and thinking no I am responsible to do things to promote my work so I entered it again. Helix has received an honourable mention for the design category. I had entered it two years earlier, back when I was making games nice and quickly and I thought I'd be releasing it any week, and it got an honourable mention for design then too. I had hoped that maybe it would get in this time because it actually got a lot better during those two years, but it is okay.
(Aside: "excellence in design" is a bit of a confused category because the judges are divided on whether it means "game mechanics" or "the holistic effect of all elements together", the latter being essentially equivalent to the "grand prize" category. This is something I would like to see them clarify.)
Andi also entered our Ludum Dare collaboration BECOME A GREAT ARTIST IN JUST 10 SECONDS and that is a finalist which is pretty neat. I am positive about life.