That's still intimidatingly close, but significantly more than you'd get in a game jam. They each take turns, so every developer has a two month gap between games. It sounds like a lot of pressure, especially keeping it going for more than two years, but this is where doing solo projects works in their favour. It doesn't really matter if it doesn't work out, because all the patrons and fans know that if the game is released in two weeks, it might not be the best game." When you have a deadline, you just have to do it. The Patreon ensures they finish their games, however, because normally they wouldn't. "We really struggle with deadlines," adds Van den Boogaart, laughing. "This is roughly what I can do in four weeks." "That definitely influences my ideas," says Koning. The deadline informs the scope of most Sokpop games, which is why they're typically bite-sized. It's approaching 1,300 patrons now, earning the studio just over $4,587 a month. Sokpop runs a Patreon that gives subscribers two games a month for $3, instead of the $3 each they normally cost. But whatever they decide to make, there's always a looming deadline. That goes for most of the collective's games, though, which constantly bounce around. It could be a game based on a movie, on another game, or an experiment to try out a new mechanic or experience. I think about the games for pretty long in the background, and when an idea comes to fruition, I pick that one."įor Koning and Tio, however, it changes all the time. "I have a lot of ideas that are in the oven, and when they're done, I pick the one I think I have the most clear vision for. Naus, whose games include Sok-Stories, an accessible game creation tool, and Soko Loco, the cute pixel art train tycoon, has a lot of concepts cooking away at once. It's an aimless labyrinth, but around every corner some kind of sci-fi curiosity. It feels a bit more personal." Alongside his smaller games, Van den Boogaart is also working on a larger follow-up to Bernband, a strangely comforting game about getting a bit lost in an alien city. "Five of my games are games I played as a kid. "I tend to recreate games I played as a kid," he says. For him, nostalgia plays a big role in the games he develops. "Something that might not work, but is still cool to try out," Van den Boogaart says. Nobody is like 'I'll just make a platformer.' There's always one cool idea, mechanic or even art style that's unique to that game." We always have a pretty unique idea for every game. "We don't want to just make Call of Duty or something. "I think we all try to make innovative titles in one way or another," says Naus.
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