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Archive for October, 2009

Win a free copy of Mystic Mine or a $19.95 Gift Card

October 16th, 2009 3 comments
Recently I added Koonsolo to Facebook, YouTube, Twitter and Vimeo. This way you can get our latest news straight from your favorite social media site.

Becoming a fan or following Koonsolo means a lot to us, so for those who support us that way, I’m going to offer something extra. Next month I’ll give away free copies of Mystic Mine. (Or if you already bought it from our website, a $19.95 Gift Card). A few winners will be picked out from those who are a fan on Facebook or follow us on Twitter, YouTube or Vimeo. So make sure you subscribe before the deadline to secure your spot.

So don’t wait and subscribe now! Just click on the following links:

Twitter: http://twitter.com/koonsolo
Facebook: http://www.facebook.com/pages/Koonsolo/131223576036
YouTube: http://www.youtube.com/koonsolo
Vimeo: http://www.vimeo.com/koonsolo

P.S.: I also got something special lined up for those who don’t win, but more on that later. Important thing now is to subscribe as soon as possible so you don’t miss out on this great opportunity!

Who is going to steal your game idea?

October 11th, 2009 No comments

During the development of your game, you should already do some marketing. This way you line up some customers to buy your game once its released. But marketing means revealing parts of your game. And when developing an innovative game, your primary fear might be that someone is going to steal your idea, and… (Tune from Jaws here) daaa dum daaa dum daaa dum… bring out a cloned game sooner than you! AAAARRRRGGGG!
Well… I got news for you: nobody is going to steal your idea.

Take a look at Braid or Tower of Goo for example. Both are innovative games, both revealed their concept long before their release. And you know what? Nobody stole their idea.
Next to these two masterpieces, I’m shamelessly going to use my own game Mystic Mine as an example. To be honest I was indeed scared that someone would steel the idea of those impossible “Escher”-levels. But you know what? Nobody did! And if you think of it, this makes perfect sense. Why would you clone a game that hasn’t yet proven itself in the market? And if it’s already popular before release, people are waiting for the original game, not the clone. Besides, are you sure you will put the game faster on the market? It just doesn’t makes sense to clone a game that hasn’t been released yet. And your fellow indie game developers, they all have their own game ideas to develop.

So market the hell out of your game while working on it, and don’t worry about someone steeling your idea or concept. Now go do it! What are you waiting for?

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