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	<title>Indiecisive Games</title>
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	<link>http://www.indiecisivegames.com/site</link>
	<description>Official Website &#38; Devblog</description>
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		<title>Yes We Can</title>
		<link>http://www.indiecisivegames.com/site/?p=83</link>
		<comments>http://www.indiecisivegames.com/site/?p=83#comments</comments>
		<pubDate>Thu, 23 Apr 2009 03:22:14 +0000</pubDate>
		<dc:creator>Holden</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.indiecisivegames.com/site/?p=83</guid>
		<description><![CDATA[
Check back in the middle of May for our &#8220;big&#8221; announcement.  
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			<content:encoded><![CDATA[<p style="text-align: left;"><img class="aligncenter size-full wp-image-84" title="nowecantposterized" src="http://www.indiecisivegames.com/site/wp-content/uploads/2009/04/nowecantposterized.jpg" alt="nowecantposterized" width="605" height="378" /></p>
<p style="text-align: left;">Check back in the middle of May for our &#8220;big&#8221; announcement. <img src='http://www.indiecisivegames.com/site/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Sales Figures, Chaos, and the Future</title>
		<link>http://www.indiecisivegames.com/site/?p=68</link>
		<comments>http://www.indiecisivegames.com/site/?p=68#comments</comments>
		<pubDate>Tue, 31 Mar 2009 00:56:58 +0000</pubDate>
		<dc:creator>Holden</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.indiecisivegames.com/site/?p=68</guid>
		<description><![CDATA[You may have heard that XNA Community Games turned out to have a pretty bad performance overall in terms of<a href="http://www.indiecisivegames.com/site/?p=68" class="searchmore">Read the Rest...</a><div class="clr"></div>]]></description>
			<content:encoded><![CDATA[<p>You <a href="http://www.gamasutra.com/php-bin/news_index.php?story=22970">may</a> <a href="http://www.joystiq.com/2009/03/30/gamerbytes-study-shows-disappointing-sales-for-xna-community-gam/">have</a> <a href="http://www.gamerbytes.com/2009/03/gamerbytes_analysis_xna_commun.php">heard</a> that XNA Community Games turned out to have a pretty bad performance overall in terms of sales figures, and I thought we should put our two cents into mix. To be blunt about it, Audiball had about 13,000 trial downloads, but only about 300 total purchases. We recognize the issue was not with quality (as evidenced by reviews and feedback we&#8217;ve received from players) but rather with the fact that the market for a guitar-controlled puzzle game is pretty small. We thank everyone who tried the game, and we hope that you were able to enjoy playing it as much as we enjoyed the experience of developing it.</p>
<p><img class="size-full wp-image-69 alignleft" title="pocketchange" src="http://www.indiecisivegames.com/site/wp-content/uploads/2009/03/pocketchange.jpg" alt="pocketchange" width="273" height="182" />Nonetheless, having a mere 300 copies sold in five months is rather disheartening to say the least. We aren&#8217;t in this for the money &#8211; we wouldn&#8217;t be making indie games if we wanted to be rich. But we&#8217;re also college students who made huge sacrifices to get this thing started and we at least need to match our budgets. I won&#8217;t try to say that the majority of the titles on Community Games are high quality because they aren&#8217;t. The fact remains that there are a number of titles with great production value that aren&#8217;t getting the proper attention either. This isn&#8217;t to say that Audiball had high production values, but rather to make the point that there&#8217;s no real pattern as to which kinds of games sold well and which didn&#8217;t. Some novelty games that took a week to make outsold games that took thousands of dollars and months to make. It&#8217;s not necessarily a bad thing: congrats to everyone who made a profit, but it&#8217;s not really what anyone expected out of the service. I&#8217;m not going to play the blame game on Microsoft or the media because the ultimate responsibility falls on the developers.</p>
<p>If 13,000 people download our demo, and only 300 actually buy it (a 2.3% conversion rate for those of you counting), it means that the players weren&#8217;t impressed enough with the game to buy it. We reached a large enough audience. We just didn&#8217;t deliver what they were looking for. As for whether &#8220;what they were looking for&#8221; is in our control or not remains to be seen.</p>
<p>Not everyone is going to enjoy the trial and therefore shouldn&#8217;t buy the game, not everyone actually has the money to buy games on their Live accounts, but there are also a number of people who won&#8217;t buy games without achievements &#8211; the gamers who purchase multiplatform games on Xbox 360 for that very reason. There&#8217;s no way for me to be sure about why each of those 12,000+ people decided to pass up a purchase, but it is still my responsibility as a developer to figure out where we went wrong and fix it: whether that means making changes in the development process or making changes in publishing isn&#8217;t completely apparent yet and that&#8217;s what we&#8217;ll be working out over the next few months.</p>
<p>Microsoft took a bigger risk than we did in starting the Community Games service, and even if it isn&#8217;t a financial success, it&#8217;s a huge step in democratizing game development. There are things that could have been done better on everyone&#8217;s side, but these results are just as bad for us as they are for them.</p>
<p>And oh, before I forget. If we could get back those two cents we gave you at the beginning of the article, that&#8217;d be great. We&#8217;re announcing a new game at the end of next month and we need all the development resources we can get. Knowing that it&#8217;s better than our last will keep us going for now, but the gas money would help move things along.</p>
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		<title>The Birth of a New Project</title>
		<link>http://www.indiecisivegames.com/site/?p=45</link>
		<comments>http://www.indiecisivegames.com/site/?p=45#comments</comments>
		<pubDate>Wed, 18 Feb 2009 07:14:55 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Devblog]]></category>

		<guid isPermaLink="false">http://www.indiecisivegames.com/site/?p=45</guid>
		<description><![CDATA[
We aren&#8217;t quite ready to share any real details yet, but here is a copy of my preliminary notes on<a href="http://www.indiecisivegames.com/site/?p=45" class="searchmore">Read the Rest...</a><div class="clr"></div>]]></description>
			<content:encoded><![CDATA[<p><a style="text-decoration: none;" href="http://www.indiecisivegames.com/site/wp-content/uploads/2009/02/notes.png"><img class="aligncenter size-medium wp-image-44" style="text-decoration: underline;" title="Preliminary Engine Notes" src="http://www.indiecisivegames.com/site/wp-content/uploads/2009/02/notes-300x183.png" alt="Preliminary Engine Notes" width="432" height="263" /></a></p>
<p><a style="text-decoration: none;" href="http://www.indiecisivegames.com/site/wp-content/uploads/2009/02/notes.png"><span style="color: #000000;">We aren&#8217;t quite ready to share any real details yet, but here is a copy of my preliminary notes on the engine design.  We promise to give you some real details&#8230; eventually&#8230;<br />
</span></a></p>
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		<title>Audiball Receives 7 / 10 Review Score from Destructoid</title>
		<link>http://www.indiecisivegames.com/site/?p=11</link>
		<comments>http://www.indiecisivegames.com/site/?p=11#comments</comments>
		<pubDate>Thu, 12 Feb 2009 06:14:56 +0000</pubDate>
		<dc:creator>Holden</dc:creator>
				<category><![CDATA[Audiball]]></category>
		<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.indiecisivegames.com/site/?p=11</guid>
		<description><![CDATA[Our first professional review is in for Audiball, and we&#8217;re happy as can be. Calling it a &#8220;competent puzzle game<a href="http://www.indiecisivegames.com/site/?p=11" class="searchmore">Read the Rest...</a><div class="clr"></div>]]></description>
			<content:encoded><![CDATA[<p>Our first professional review is in for <em>Audiball</em>, and we&#8217;re happy as can be. Calling it a &#8220;<span class="468resize">competent puzzle game with a refreshing style,&#8221; <a href="http://www.destructoid.com/destructoid-review-audiball-121036.phtml" target="_blank">Destructoid</a> gave us  a 7 / 10. Hit the jump for the full review.<span id="more-11"></span></span></p>
<blockquote>
<div class="headchop" style="overflow: hidden; text-align: justify; font-size: 13px; width: 468px;"></div>
</blockquote>
<blockquote><p>The introduction to this <em>Audiball</em> review is the reason I listened to the sound of my immediate environment at dawn. Usually, I just make my coffee, stumble to my computer and check my e-mail. I never take the time to listen. <em>Audiball</em> is an XNA puzzle game that I assumed would use sound in a meaningful way. I opened my ears this morning just as I did while playing the indie title.</p>
<p><em>Audiball</em> is an odd game.</p>
<p>Picture playing <em>Rock Band</em> without music. Every time you clack out a note, the game would register it just as it would have with sound. This may seem unsatisfactory &#8212; music is a part of the experience &#8212; yet, you’re playing the game properly. At its core, a rhythm game like <em>Rock Band</em> is nothing more than a practice in precise timing and muscle memory.</p>
<p>Unlike <em>Rock Band</em>, <em>Audiball</em> doesn’t feature floating notes or complex solos. It’s a puzzle game that suggests the use of a plastic guitar. Weak sound feedback never lulls you into believing that you’re creating music, but the game’s utilization of muscle memory and precise timing may make you think you’re exploring a mute <em>Rock Band</em> with a puzzle twist.</p>
<p>And the game keeps up with the rhythm façade. You’re put in control of multiple fret-colored turrets that work together to propel tiny white orbs to a galaxy-shaped endpoint. Flipping the strum bar (or hitting the correct color-coordinated button) shoots the ball to another turret, at which point you’ll need to propel the ball once again. It’s a relay race (time limit included) that challenges your ability to pick the right buttons in rapid succession.</p>
<p>Before I brewed my cup of coffee this morning, I listened to the sounds of my two cats playing with their toys, my girlfriend grumbling about having to go to work, and rain drops. My cats’ paws thumped on the floor sporadically; however, my woman’s grumbles and the rain’s wet pats had a certain rhythm. When the coffee maker started to make its cacophony, it ruined my moment of auditory enlightenment.</p>
<p><em>Audiball</em> is a competent puzzle game with a refreshing style. Its uninspired visuals, breakneck speed, and occasionally cluttered levels made me quit playing for lengths of time. Its problems are triumphed by its victories &#8212; the large amount of good levels, challenging puzzles, and decent playing time are factors that not every XNA game possesses. For 200 Microsoft Points, it’s hard to find a reason not to buy this game if you’re a puzzle fanatic armed with a plastic peripheral.</p>
<p>Each level takes around 2-4 minutes to complete, thus forcing you to shoot several balls into different turrets simultaneously. A second timer forces you to dump their payload within a matter of seconds. These acts balance each other quite well, and I find it to be a satisfying dynamic, although I question the pacing. Some levels require too much deftness and pattern memorization.</p>
<p>Obstacles (including odd physics-based ones) rotate and slide in the way of the balls’ progress to the endpoint. These barriers aren’t always bad &#8212; many of the game’s levels are built upon the interplay between the balls, turrets, and obstacles.</p>
<p>That interplay doesn’t always birth something ingenious. A few levels suffer from being too clotted by turrets and barriers. These levels cause frame rate meltdowns and a fair bit of frustration. But the majority of the game is full of satisfying puzzles that require an intelligent approach. The last level, “Wave Rider,” is perhaps the most striking example of good design coupled with decent puzzle gameplay.</p>
<p>The soundtrack is a clever mixture of tracks with an upbeat swing. Neither repetitive nor distracting, the songs and sounds of the game add to the experience but I was thrown by how they didn’t matter to the game. <em>Audiball</em> is the same game when muted, whereas other rhythm mixtures seem hollow without.</p></blockquote>
<p>Thanks to Jim Sterling and Brad Nicholson from Destructoid for reviewing our game, along with a ton of other Xbox Live Community Games.</p>
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		<title>Welcome to the all-new IndiecisiveGames.com!</title>
		<link>http://www.indiecisivegames.com/site/?p=8</link>
		<comments>http://www.indiecisivegames.com/site/?p=8#comments</comments>
		<pubDate>Thu, 12 Feb 2009 05:55:38 +0000</pubDate>
		<dc:creator>Holden</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.indiecisivegames.com/site/?p=8</guid>
		<description><![CDATA[We&#8217;ve updated our website to make it easier for us to update. Expect content more frequently now that we don&#8217;t<a href="http://www.indiecisivegames.com/site/?p=8" class="searchmore">Read the Rest...</a><div class="clr"></div>]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve updated our website to make it easier for us to update. Expect content more frequently now that we don&#8217;t have to fight with messy coding 24/7. We&#8217;re planning a number of new features so we aren&#8217;t currently allowing anyone to register a new account, but that will open up soon. What are some things you&#8217;d like to see on the site? Shoot us a line at help@indiecisivegames.com to give us your feedback.</p>
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