I'm definitely interested in new GX4000 games, and I would happily pay for a good quality commercial release.
In all honesty, as someone who didn't grow up with an Amstrad CPC and who doesn't feel particularly nostalgic for that system, mainly because of the new Ghost'n'Goblins port, right now I find the GX4000 actually more interesting when it comes to homebrew than the classic CPC range, simply because it is more suited for the games that I like to play. Plus I want to see what more can be achieved on that console.
Now, that of course doesn't mean that I don't appreciate a lot of the new games for the classic CPC computers, and I'm glad that with poly.play there finally is a publisher who is selling nice boxed new CPC games (on disk). But I have to agree with andycadley: when creating a new game, supporting classic CPC computers and the Plus range at the same time is like shooting yourself in both feet, at least when creating games that could benefit from having hardware sprites.
Poly.play would also be the address to point questions to about how many copies of new CPC games can be sold nowadays.
Now for example there's a nice C64 retro game "Sam's Journey", and its authors wrote on their website in March 2018 :
1,250 units in the starting three months, well that's not bad, isn't it?
Even though the C64 community is of course bigger, those 1250 units of Sam's Journey are in no way representive of how many copies of new C64 can be sold. The last numbers I've read for the best selling new games are actually 1000 units lower, and games of average popularity probably sell like a 100-200 copies (including the digital download sales which are usually very cheap).
I imagine something like 50 copies could maybe be sold of a new GX4000 game, which probably is about as many as a new CPC game ond disk/tape is selling (I'm really just guessing here). So making money can not be a factor for creating new games for these formats anyway. But hopefully there are still some people like Xifos who do it for the fun and fame
