This is the part two of my original post A Pre-Post Mortem About Marketing, if you haven’t read that, I highly recommend you do so as I won’t be covering the same material here and a lot of people found the original post helpful. So what does a successful failure look like? Well, first, let’s […]
Spaceslingers is discounted by 30% for GameJolt and itch.io for only 3 days! Get in quick!
I’ve just launched Spaceslingers on both the itch.io and GameJolt platforms! It took me quite awhile to gut the Steamworks integration out of the game and build my own online leaderboard for the platforms, but it’s done (well, it was done a little while ago, but I’ve been super busy and haven’t had time to […]
Five hard earned lessons I learned about marketing while making Spaceslingers for $0…
I’ve made a full video of me creating a level: As I said in the description of the video, I think creating a delivery is quite an interesting problem. You can’t really plan for it, or if you do (which involves some pretty complicated transformations being done inside your head), you absolutely cannot deviate from […]
Well…I guess I should’ve been advertising this before now, but I wasn’t 100% sure I’d be able to get past the finish line in time. Now that I’m only 90% sure I won’t, I guess the time has come. Launch has been set for 17th of November, 2020 PST (that’s 18th of November, 2020 in […]
So I guess it’s time for one of my irregular devlog updates. But this one involves a long tale of woe and tragedy, so settle in! The October windows update…It broke my PC. I’m still not entirely sure what the root cause was, but I feel like it had something to with the USB drivers. […]
Been working my little fingers to the bone to get this update out before the Steam Autumn Festival started, but I didn’t quite get there in time! Regardless it’s a pretty substantial update to the behind the scenes stuff. The delivery selection screen has become a lot juicier and most of the spaghetti code I […]
Well, here culminates, if not the ending, at least a large portion of my journey towards releasing a commercial game. The demo is on Steam. Download it and play here: https://store.steampowered.com/app/1369800/Spaceslingers/ I’m feeling a lot of things right now. Nervous, vulnerable, a lot of imposter syndrome (is it imposter syndrome if you’re actually an imposter? […]
Talking about launching the second trailer, adding polish and juice and what’s coming in the future…
Well, after making the trailer and getting some feedback on it, I’ve launched my Steam page. Probably a solid 2 weeks worth of work purely devoted to getting everything up and running with that. It’s a nerve-wracking kinda thing, as we all know that something like 90% of games (especially indie games) make basically no […]
A little while ago I decided that I’m going to be putting this game on Steam when I’m done. A couple of reasons for this: I think it’s a pretty neat little puzzle game and I’ve put a lot of work into it, especially graphically, which is a rarity for me. It’s a good dry […]
Not much fanfare for this update, just a million little tweaks that collectively make it more of a game than it was previously. Options menu works properly now, with the only thing that’s not functional being the resolution changes. I still want to add a v-sync option, but I forgot to do it when I […]
The list of stuff I did for this update Graphical updates to a lot of things (new ship design, title screen rejiggered, celestial objects have had some tweaks, lots of new particle effects, etc). The new Puzzle Editor is way better than the old one (it’s been rebuilt from the ground up and has a […]
Like pretty much everyone else on the planet, I’ve been getting bored being stuck inside. I took a break from my other projects to create this fun little puzzle/physics game. The physics is coded from scratch, which was…interesting. It’s mostly done, just polish, a few bug fixes/optimisations, some more puzzles and it’ll be completed.
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