In place of my usual column at GameSetWatch, I was requested to do a general postmortem of “The Majesty of Colors” this time. I’ll point you that way if only for the inclusion of my initial design sketch for the game. It was an interesting experience writing the piece; usually, this sort of evaluation involves more than one person, so it’s easier to pick out successes and failures. When everything is your fault, it’s tricky to pick out specifics.
Because of the forum of GSW, I left out a few points that I was tempted to include. Here are a few of them.
I didn’t mention the nature of the comments and reviews folks gave the game. On Kongregate, a majority of the negative reviews were poorly spelled or grammatically clumsy. A majority of the well-written reviews had proper spelling and grammar. This made the criticism a lot easier to take.
Another interesting tidbit is the difference in advertisement revenues from various sources. Kongregate has a revenue-sharing program, and everywhere else I used MochiAds. Kongregate has so far made me ten times as much as MochiAds, from ad revenues alone. There’s a huge difference there, especially considering that I’ve had almost as many plays through MochiAds as through Kongregate.
“Majesty” is my first big success as a game developer. “Big” in this case means “will feed me for a couple of months.” Part of me is worried that it was a fluke, and that I won’t be able to duplicate its success. Indeed, the game I’m working on right now is far more conventional than “Majesty,” and it was the latter’s artsy charm that won a lot of folks’ praise. But we’ll see how things turn out.