Back in January, the indie horror game The Night is Grey released after a grueling seven-year development process that just barely survived the dedication to frame-by-frame character animation, and despite positive reviews, it's still struggling to find an audience at the time of publication.
I reached out to the game's writer, Tiago Fragoso, after a tweet from the The Night is Grey's official Twitter account asking for support went viral. What transpired was an insightful conversation about the massive barrier to entry that is indie game development, the even taller hurdles facing first-time developers making a niche passion project, and what could be done to improve discoverability platform-side.
"We had to learn everything as we went along," Fragoso says. "Only being able to work on this part time contributed of course. And since we're a small team, we could have one person fully dedicated to marketing and spreading the word around."
Seeing developer Whalework Interactive - a team of five people including just one programmer who "never programmed anything prior" - bemoan the monumental challenge that is creating a financially viable indie game, much less a point-and-click horror game, brought to mind a recent and broader story about several indie devs feeling "blindsided" by EA's Command & Conquer Steam onslaught.
"It would be nice if platforms found a way to boost smaller teams and projects, but how to make that happen... who knows, really," Fragoso says. "True, it all revolves around what people are interested in and platforms will naturally cater to that. But if no one even notices you released your game, no one will have a chance to be interested in it."
Playing The Night is Grey's free demo, the first thing that'll jump out to you is the gorgeous presentation, featuring 50 unique environments that were "painted by hand and individually rearranged and animated, resulting in animated panoramic backgrounds that will suck you in." The characters, meanwhile, were
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