A Potentially Premature Post Mortem for Paradox Vector
I wanted to document the progress of my game Paradox Vector for the potential benefit of other game developers.
Idea
My idea started off fairly simple, make a vector graphics style first person shooter in the tradition of arcade classics like Battlezone, Tailgunner and the original Star Wars. The relatively recent resurgence of pixel art games had achieved a kind of peak, and I thought it was a good time to draw from this other retro graphic tradition for inspiration.
Paradox Vector in all it's retro FPS glory...
The idea did not end there though. Making a simple shooter was not enough for me, I wanted something else unique. That's when I remembered my idea for a non euclidean puzzle game that had been swimming around in my head for a while.
Add to the mix some Lovecraft references, and I thought I had a pretty good formula for a unique game idea.
Paradox Vector was released on Steam Early Access in April of 2019. It was meant to be a six month project.
Marketing
Marketing is something I had avoided on all my previous games, but Paradox Vector was going to be a hit (I was sure of it!) so that meant I had to reach out to people and tell them about it. Everything I know about marketing.
In addition to things like posting on #screenshotsaturday, I also did a bit more in terms of market research. I found other games with a similar aesthetic, gameplay or story, and reached out to the journalists who had written about them. This yielded pretty good results, and articles were being written about my game.
I also used something called IndieBoost. Many Youtubers and Twitch streamers were playing my game for their followers. I think I probably did this too early, as the game had yet to be properly tested. Those folks did provide an awful lot of good feedback though, so it did help to improve the game, if not sell.
I also paid for some help in the P/R department. I used a company called the Amplifier Group to help coordinate with media outlets. They did help quite a bit in reaching out to some journalists, but I should also point out that some of the bigger events described in the upcoming paragraphs, like Realm's Deep, were secured before acquiring their help. I'm saying that not to diminish the importance of having good, professional PR, but to show that consistent effort on the part of a developer, and word of mouth can also work wonders.
The Amplifier Group started working with me in July 2020, and worked through to the game's release on October 15th.
The unique graphic style of the game did seem to garner some attention, and I was happy to see the game make its way into the public sphere.
Events
In October of 2019, Paradox Vector was included in the Fall Experiment, a fairly young gaming an tech convention in Milwaukee, Wisconsin. It was my first official game convention, and though it was not as crowded as I would have liked, it was still a great experience, and I felt like a real game developer when I was able to attend. I also met some great people there, and I keep in contact with them to this day. I truly wish there were more opportunities like this in the Midwest, as traveling to the big conventions like GDC and PAX is simply too cost prohibitive for me as a husband and father of seven hungry children.
Another highlight was Paradox Vector's inclusion in the GDWC (Game Development World Championship) and it's taking third place in the Fan Favorite category. This was the first time any of my games had won any kind of award or special recognition, so that was pretty amazing. Unfortunately, due to the pandemic, the actual award ceremony was delayed, and turned into an online event (instead if being able to visit Finland!) and I am still anxiously awaiting my prize in the form of a Finnish themed care package. Ultimately, this allowed me to put some official looking laurels in my game trailer, something I'd never been able to do before.
Between my Twitter posts, an article or two and some random curiosity, Paradox Vector caught the attention of the Motherload, host of the In the Keep podcast. As it turns out, the Motherload was working with 3D Realms, New Blood, Nightdive studios and other companies on the Realms Deep 2020 event. This was an online conference which would introduce a number of new games by the studios in question, but they had also decided to tap in to some of the smaller, independent game studios out there, and help to bring attention to this resurgence of the "boomer shooter."