We are now joined by Falchion Games discussing their great looking game, Go To Hell Dave. Check out their Facebook page: http://www.facebook.com/GoToHellDave Twitter: @GoToHellDave And most definitely vote for their Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=109393605
Please tell us a little bit about your game.
Dave was just a normal guy with a typical life until he smashed his car into a lamp-post, with his girlfriend Sharon in the passenger seat. Waking up at the gates of Hell, Dave discovers that his girlfriend has gone, Satan is missing and Hell has become a dilapidated mess. ‘Go to Hell Dave’ is a hilarious adventure in which you will take Dave on a tour of Hell’s nine floors, none of which you’ll have ever read about in the Bible or the Divine Comedy.
How did you come up with the idea behind your game?
I’ve always had a big interest in religion, particularly the mythology and fantastical lore that surrounds it. I’ve also often thought about what it would be like if those realms were inhabited by the people I know and how they would be changed by them. Thus was born ‘Go to Hell Dave,’ a story about what would happen if the a bunch of modern stereotypes joined history’s most famous sinners to form their own society in Hell.
How many people were involved with the making of your game?
We are a two-man team consisting of Alex Byrom and myself. However, we have a whole host freelance artists from all over the world working with us as well as an audio designer who’s work involves big titles such as Eve Online.
What makes your game different from other indie games on the market?
Our passions lie in old-school adventure games but our skillsets have come from the modern school of game design. Furthermore, we have a uniquely modern-British sense of humour, which we apply to our writing.
How difficult is it to promote your game in such a competitive market?
It certainly requires a lot of time and patience to promote a game, especially with a budget of nothing when it comes to marketing. Having said that, the adventure games community is full of really cool people who are passionate about the genre and are often quite happy to help out when it comes to spreading the word.
What would you have done differently if given the time, money and/or technology?
I think if we had more time and money we would have spent a lot longer looking for professional artists and spent more money on highly experienced and professional artists. Having said that, I’m kinda glad that wasn’t the case, as the guys we’ve ended up working with have been able to understand and become part of the game’s vision in a way that a more experienced artist may not have been able to and we feel very privileged to be working with them.
At any point, did you just want to give up with the project? if yes, how did you overcome this?
I think everyone hits a hard patch at some point in his or her professional life. I wouldn’t say I ever wanted to give up but there are times, when you’re working full time on a project, you’re unable to pay yourself a wage and your overdraft limit is looming every closer to oblivion that you worry whether or not you’ve made the right decision by going into indie development. But my faith in the project and my honest belief that we have a good game has always kept me going.
Do you plan on submitting your game to Steam Greenlight or starting a Kickstarter?
We already have a Greenlight. Check us out: http://steamcommunity.com/sharedfiles/filedetails/?id=109393605 The Kickstarter will be coming soon so watch this space.
Do you have any advice for people looking to start an indie company and/or game development?
Just go for it! Anyone can make a game, even if you can’t code or you can’t draw, there are plenty of engines out there that accommodate even the most inexperienced of beginners. With a little imagination and a lot of hard work, anyone can make a game. Just remember that making a great game is all good and well but you need to tell people about it as well. Make a Facebook page, get people excited about your game and make a connection with the games community.