Lacuna Passage - Devlog #47 - PAX East 2015 Indie MEGABOOTH Post-mortem

Background

For those of you visiting our blog from an outside source, here’s a little background about Random Seed Games and Lacuna Passage.

We are a small indie company working on a Mars exploration and survival game for PC, Mac, and Linux called Lacuna Passage. We had a successful Kickstarter and Greenlight campaign back in Summer of 2013. Unfortunately we’ve overshot our goal completion date, but we’ve made some amazing progress and development is still going strong.

We have released a small alpha demo for our backers, but earlier this year we decided that it was time to try and get out and gather some feedback from new players with a brand new demo. We submitted Lacuna Passage to the Indie MEGABOOTH for PAX East and were accepted with just over a month before the big show.

Preparation

The problem was that we didn’t really expect to get in. We had shifted a majority of our development time to a smaller side project that we knew we could get to market sooner than Lacuna Passage. When we were accepted into the MEGABOOTH we had not even begun working on the new demo for Lacuna Passage. So, while other MEGABOOTH developers were focusing a majority of their time preparing their marketing materials, we had to produce 15-20 minutes of brand new content in less than a month while working on marketing and promotional materials at the same time.

Amazingly, we pulled it all off. Spencer (my brother and lead artist on the project) and I worked 70 hour weeks until just before we had to leave for Boston. We emailed over 250 press contacts. We designed and printed banners and flyers. We planned travel and hotel arrangements. It was a wild few weeks.

We also didn’t do a great job of anticipating the costs that such a trip would incur. Below you will see a total breakdown (some estimates) of all our costs.

Total expenses were $4,339

This is a lot of money for us. The total cost was roughly 10% of our original Kickstarter funds. We knew that this was a big risk for us to take, but we think it was a good investment.

What we did right...

Contacting the press was a big deal for us. With our communication prior to and during the show we managed to get 9 interviews. Keeping Lacuna Passage relevant throughout development is very important to us and we think the coverage we received at PAX was invaluable.

We also think we succeeded in spreading the word to new potential players. Almost every person we talked to at the show seemed to light up at the mention of using real Mars satellite data for forming our terrain. Our demo was nearly 25 minutes long and if I had to guess I would say roughly 25% of players played through the entire thing. Probably another 50% played for at least 10-15 minutes. Seeing people engrossed in the game and invested in following the story was incredibly rewarding. In all we had over 200 people play the demo on two different machines at our booth and countless more who were watching on a big screen TV we had on a high stand. By the end of the first day we had several people come up to us and say that Lacuna Passage was the coolest thing they had seen there. Those kind of comments kept our energy up for the long, tiring weekend.

Full video playthrough of the PAX demo

The demo worked great as a marketing tool, but it was also an invaluable playtesting session for us. The feedback we got from watching people play the game was extremely helpful in identifying what aspects we should focus on improving or adjusting in the future. We never had any horrible, game-breaking bugs, but there are plenty of things that could be changed to match player expectations.

What we did wrong...

This was our first big conference, and there are a few areas where we could have done a better job.

The first thing we kind of already mentioned. Don’t try to make a brand new demo a month before the show… We got very lucky. We didn’t have any major problems, but we did sort of burn ourselves out before the show even started. Going to PAX or any other conference should be exciting, not stressful. We should have gone in with the attitude that we were going to be accepted from the start and we would have had much more time to prepare.

We also should have anticipated our costs a little better. It didn’t break the bank, but it was a heavy blow to us and we will need to be much more conservative with our remaining budget. That means we might not get to another conference anytime soon. But we are okay with that. We think that the result we got out of PAX was equal to what we put in. We are excited to dive back in and finish out the rest of development over the next several months.

Conclusion

If nothing else, we wish we had more time. More time to contact press. More time to commit to decorating the booth. More demo stations for booth visitors. More handouts and swag. More everything. Next time around we will know exactly where we should be dedicating our limited time and funds. This was a huge learning experience for Random Seed Games and we are glad we did it.