Post news RSS Tiny Clusters and why i don't talk about it

I Really want to talk about Tiny Clusters. Because i'm proud of it. Because every indie marketing guide says it's a good thing. Because i want players to give me their opinion. But I don't. I'll try to explain why in this article. Maybe writting it down will help me figure it out. Maybe you'll help me figure it out. Who Knows...

Posted by on


Talk about your game from Day one !

I've been told this again and again in every Indie marketing guide i've read

Use twitter, Facebook, dedicated websites, blogs, tumblr ... EVERYTHING

Yeah, i know. I can't really do this, thought.

If you are not familiar with Tiny Clusters, it's a simple, touch-enabled, 2D Puzzle Plateformer made with the Kenney pack, a set of free to use Assets.

Level1 Level 3

The Art.

That's the first really big problem i encounter : I don't have any Original Art.

In an era where almost everything is conveyed by pictures, I don't have any arworks to show. Worse : If i were to show some of kenney's animation (Let's say, a gif of the walk cycle of the main character), i fear the reaction of the audience.

Is it usefull to show something that is not original ? Would people bash me for showing such a thing ? I don't want anyone to think i'm appropriating Kenney's work.

Even in the case of someone who didn't know the asset, even if they liked it and send me a little "Great job" or "Looks good", it doesn't really touch me. It's not my work.

Sometime i make a little thing, an original menu, or a cinematic. But i can't write a whole article about it ! It would resume as "I made a thing move with a piece of code" or "It's a assembly of already existing stuff"

t Stuff2

Talk about the music !

It's the same thing for the music. I do have a sound designer with me but he's only making SFX for now. The current Tiny Clusters soundtrack was found on jamendo.

I can't describe any process of creation. All i know is "It sounded perfectly like what i hoped" (Wich is a Chill and lonely irregular Space ambiance.)

Thank you Ichiro Nakagawa for this fantastic piece of art !

What about the Code ?

I'm creating Tiny Clusters with Construct 2, a visual scripting tool. I'm not creating anything, really. I say such object is an plateform and BOOM, it becomes "solid".

Plus, i'm not develloping something new. I do not create an algorythme that make random levels nor do i create a new effecient way to raycast or render such thing.

In fact, my code is really messy, uncommented and lack of optimization. I can't see myself making a tutorial about such and such features.

There is still the design...

Yes, there is. I could show you drawings of my level design, and explain why my little creature jumps the way it does.

But, is it relevant ? I feel like, without knowing if something worked for the players, all i can talk about is wild speculations and empty theories. I don't have data to back it up or anything.

Plus, I don't really have a story, no loads of power up or level design bricks to show, no characters with an hundred abilites or a crazy skill-tree...


As you all know, a game make sense when you play it. Plus, every puzzle I show, I take the risk of people resolving it in their head and, therefore, making the discovery ingame less effective.

So, what do I do ?

I keep making the game, hoping everything will be alright.

I don't plan on making big bucks out of it. I just want players to enjoy it.

I convince myself that maybe, MAYBE, it's not a big deal if few people knows about it.

Thanks for reading me.

You can test Tiny Clusters and follow The game, the company and myself on twitter.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.