This month, Danish indie studio Megafuzz set out on a mission to release one game per week for an entire month. But why? Well, in short because not shipping a new game for a long time sucks.
Instead, Jensen have spent time on porting the game to the Wii U and the Xbox One and Pedersen have worked on updates for the game, while also working another job on the side – the job being a natural consequence of the costs related to running a full-time indie studio, despite the great success of Spoiler Alert:
“So far the revenue from Spoiler Alert hasn’t been enough to sustain both of us full-time, which is one reason why some of the progress is sometimes a bit slow (because real life sometimes takes time away from the indie rock’n’roll dream).”, Jensen explains.
“In short, we’re trying to manage balancing quite a lot of balls and finding the right priorities, while also taking the long-term vision into account.”, he adds.
So what about the one game per week project, you may ask? Well, we’re getting there. Because despite having more than enough to see to as a studio, Pedersen does most of the graphics work, which at times leaves Jensen with some spare time. And as a true indie developer, why not spend that spare time developing four quick games?
“I’m left waiting for 2 graphics artists and Microsoft certifying Spoiler Alert. Waiting isn’t what I do best, so I set out to do this for two reason – the first of which was to simply get a break from all the things I’ve been doing for the past way too long amount of time. The other reason was to challenge myself personally and professionally, since I’ve been doing literally everything on these small games myself – programming, graphics, music, sounds – everything.”, Jensen says about the project.
And as he also adds, developing games rapidly and in short cycles has the advantage of allowing testing of several projects that might otherwise never have seen the light of day:
“This is something I chose to do primarily to try out some different ideas completely on my own, and see the reactions on them. I’ll be honest – I went into this expecting absolutely zero return, and I still am. I figured that, worst case scenario, I’d have wasted 1 month of my life – and have 4 small games come out of it that no one care about. Not the worst that could happen.”.
In the future, Megafuzz aims to move away from developing casual games such as Spoiler Alert and its current one game per week games, and instead move on to way bigger projects.
Larger projects, however, require more people and more funding, which is something the studio might start chasing once Spoiler Alert is out on all the desired platforms.
“Lastly, I’ve been looking into realizing one of our mutual dreams, which is moving away from casual games and into bigger projects – something for which we will need a few more people and some more funding”, Jeff Jensen concludes.
The first of the four games has already been released and can be found right here.