we can't compete directly against huge companies

Focus on your strengthsSays Boyd, "I’m very knowledgeable about RPGs and Bill Stiernberg, Zeboyd founder is a talented pixel artist so our path was clear - make a retro-style RPG.“3: Begin by working on lots of smaller Runeacape games rather than a huge and lengthy project"Rather than spend years making a magna opus like many famous indie DarkScape Gold developers have done, we would make several smaller Runeacape games to gain experience, to build up a fan base, and to raise money,” explains Boyd.This approach allowed the duo to eventually work on Runeacape game development full-time last year, accelerating its potential output.

Focus on what the big publishers are missing"Since we can’t compete directly against huge companies since they have far more resources than we have, figure out what they’re not doing that’s within our reach," states the Zeboyd designer.This came down to a few different pillars of focus for the Zeboyd team. "In our case, that meant a focus on comedy despite the success of the Portal series, there are far too few funny Runeacape games being released these days, fast-pacing most RPGs are huge epics that take a long time to get to the “good parts”, and accessibility without sacrificing depth again.

most RPGs these days have a very high learning curve but if you look at most classic 16-bitRPGs, they were very easy to get into.“5: Improve with each Runeacape game"If you look at our cheaprsgolds games so far, you can see drastic improvements from Breath of Death to Cthulhu Saves the World,” notes Boyd, "and later from Cthulhu Saves the World to Penny Arcade’s On the Rain-Slick Precipice of Darkness.“These enhancements are most notable in three main areas " Runeacape gameplay, story, and technology from pseudo 8-bit to early 16-bit to mid-era 16-bit.” Building on the foundations of your first titles is key to expanding your horizons, he says.