As a Indy game company Digital Asylum Games started with no money, tons of enthusiasm and an idea. We worked on the idea in our spare time and after a couple of months of playing around with Unity3d we saw that we had the makings of a game. We had a tile generated boards, characters moving across it with an interface and our ideas and enthusiasm exploded. Hours of research gave us options and more ideas. And thus was our first mistake. We should just have stayed with our original concept. We went from tower defense and tried to add in tower assault and make them work together. We wanted network game play, a map editor and much more. We wanted to accomplish so much more and create a flagship that gave us some kind of brand recognition. Lesson One: Big ideas don't make for great ones.
About a year later we got to the point where we had a viable product but there was so much more that needed to be accomplished on it. We wanted to get the Pro versions of the engine to find out where we could slim down the code, and also add in our own video tutorials and other elements that the Pro version provided. Not having the expendable cash on hand we tried our hand at Kickstarter.
Kickstarter was a whole experience in itself. We had issues with Amazon syncing up information, which delayed our project. We tried to use social media to try to advertise the project and it just felt like we were not reaching enough people. And our Kickstarter experience was less than exciting, after the half way point we could see that in the end we couldn't raise the money to finalize the project.
But in the end we had a nearly finished product but it didn't feel intuitive to play.
We learned the ins and outs of our engine. No longer do we have to take the time to stop and figure out why something isn't working properly.
But what we did learn was to keep our projects smaller. Our next game is nearly done in about two months.
We learned to work with smaller projects and are proceeding on a new project that is nearing completion.
For those who shared our excitement with GodSiege, it is delayed - not abandoned.