First, Nintendo implemented SD card support over 6 months before Gravitronix was released and we knew something was in the pipeline even before that. Why didn't you go back and improve the graphics once you knew cleaning the fridge wouldn't be an issue for most gamers? Since you knew graphics were so important it seems like once the space restriction was lifted that would have been a no-brainer. I imagine the game was too far into development to use Nintendo's pre-made toolset but switching out some of the existing graphics for higher-resolution assets doesn't seem like it would have been a lot of work. (Keep in mind that I have absolutely no idea what I'm talking about, so if I'm mistaken about the amount of work it would have been feel free to tell me to pull my head out of my ass.)
It was basically too late (and I honestly didn't know if there would be a solution coming). All of the art assets had been made and the framework to load them had also been built. It would've been a huge, sweeping change very late in the development process, plus most of the staff did want to still keep the game as small as possible since A) it could still help as not everyone has an SD card and B) it's what we set out to do and had mentioned doing in articles already.
Also, we had started testing at that point and not a one of the playtesters EVER complained about the graphics. They complained about plenty of things (most of which we fixed) but the graphics were never one of them. That led us to believe that it wouldn't be a problem (oops).
Second, why did you choose a $5 price point for the game? Did you do any studies to see what people thought the game was worth or analysis to determine this was the best way to maximize revenue? Or was it just shooting-from-the-hip, "X is what it cost to make the game so Y is what it should cost"? Personally, when I see a WiiWare game that costs 500 points I'm wary--for that price I'm expecting a port of a Flash game (Defend Your Castle) or a hastily thrown together game that's targeted towards people who don't know any better (any of the 'Family' games). I wonder whether the game would have fared better at $8 or $10--not necessarily in critical reception but in sales.
We chose (and announced) the price a while back because we figured it would help people on their decision to buy the game. $5 isn't much to ask and, being a brand new developer, we figured it was the best choice. I think an $8-10 pricetag would've only pushed more people away from it.
Also, a lot our good reviews came from critics who specifically mentioned the pricetag as a selling point for the game. We weren't trying to make a game that would change the world, only a game that would be a fun $5 game to entertain a group of people.
Finally, can you speak at all about the sales of Gravitronix? I know the game's only been out a month. I don't know how long-tailed most WiiWare games are--there are some mainstays on the weekly top 20 list, but most games seem to fall off after a few weeks--but considering the lack of advertising I'd be surprised if most titles didn't sell a good portion of their lifetime sales within the first month.
Sales haven't exactly been stellar. We've been trying some advertising here and there but the biggest issue we face is that, on first glance, no one can understand what the hell is going on in the game. We could advertise the game to death and we probably still wouldn't get much in the way of results. Our desire to create something new and different backfired in a big way. There's really no game out there like Gravitronix, and that turned out to be its greatest failing as well. It's also hard to find any visibility in the current market. I still don't think most people even know the game exists at this point.
My guess is that, in reality, the very FIRST trailer for the game has to sell people on the concept or you're basically screwed. In our case, the first trailer was tested on a number of people time and again until they approved, then we released it and all it managed to do was confuse and anger people. I'm still not sure what went wrong, but all I know is that the trailer didn't jibe with people and that seemed to be the beginning of the end.
We'll hopefully have some more videos up on the Nintendo Channel soon and we might be getting a booth at PAX East where we can demo the game for people. The fact that critics have been so divided about the game is probably the only reason I'm still looking into promoting it. If they were unanimous in disliking the game, it'd probably just be time to call it quits (as much as it would pain me to do so), but the fact that it's roughly 50/50 with good and bad reviews makes me believe there's still a market out there. We just need to figure out how to reach it.
Thank you for taking the time to do these articles. It's not often that developers are willing to give so much insight into their project, especially if it entails anything negative.
If nothing else, it makes for an interesting story and a cautionary tale.