Hey, I'm Tony Yotes, but just Yotes works just fine. I was born in the '90s, which in my humble opinion, was the perfect age to grow up playing awesome games across all generations. That childhood inspired me to pay those good times forward and create my own video game empire. Check out everything I do at www.yotesgames.com

Report RSS Wrapping Up Unicorn Training

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Even a week after launch it's still not over. I severely underestimated the amount of testing needed for a game this complex. Bug fixes have been flying up all week at the drop of a hat as I hear about a bug from someone at least 3 times a day.

Each time I think I'm finally done, but something else pops up as soon as I get ready to start my next project (the ever stacking amount of schoolwork doesn't help either). If something pops up I have o fix it because I don't want to leave a broken project behind. I want this game to have a long sales tail so it needs to be considered good in the long run.

In terms of publishing experience, I finally have a concrete list of useful app stores to upload to. I also made a set of screenshot resolution templates for all of them. The artwork this time around was pretty good, so the next project should be a hit in that department. It's playtesting that needs to be kicked up a notch the next time I make an RPG.

I also need to design a new control scheme, which brings me to my next project. I'm trying to make a small game within 4 weeks that uses a grid-based movement system that should feel much more solid than Unicorn Training's wonky collision boxes and movement.

If I finally clear out the last of the game's bugs I can get started on that.

Get the (hopefully) bug-free Unicorn Training on Google Play!

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