It's been over four months since our last update here. There were many reasons for this, but primarily, we've just been too busy working on the game and getting our heads above the water due to the coronavirus situation.
We went to PAX South, DreamHack Anaheim, and PAX East, all before coronavirus effectively destroyed our marketing plans for the year.
Here's a recap of what's been going on over the past four months.
We finally created a proper announcement trailer for the game:
Using some in-game assets, we created funny little skits to hopefully get a chuckle or two out of people during these stressful times. The team had fun creating them as well!
Nekoman Needs To Pay Attention!
Nekoman vs Penguin
These are just the first two, a few more will be popping up on our YouTube channel in the near future, so make sure to subscribe!
Best Casual Game
Part of PAX Rising
Surprisingly, we got a lot more out of PAX South than PAX East or DH Anaheim and there's probably a few good reasons for that:
Overall though, I think any DreamHack event is worth it, DH Anaheim will hopefully just get bigger and bigger as more folks know about it. PAX South I would highly recommend for Indies. PAX East...I'm not sure about. Being PAX Rising, I thought I would get at least Tier 2 (hoped for Tier 1) Media/Influencer coverage, but that didn't happen. Perhaps if I had a publisher or decent public relations firm backing me up, it could have gone better. Cost-wise, I haven't actually had the chance to do proper post-mortems for these three events yet (they practically happened back to back), so I'll do in-depth post-mortems in the future.
If I were to put a percentage on how far along we are in development, I'd say it'd be around 75% complete.
We blocked out and complete the Flameylands (formerly Hell) biome, started work on Fluffylands (formerly Heaven) biome, reworking Junglelands (probably will be renamed as well) biome. So that leaves finishing up Fluffylands, Spaceylands and Pirate Ship biomes.
Bosses are coming along nicely as well, player controls were reworked a bit, tightened up some more. Art assets and sounds are being reworked or added if they were missing.
Please make sure to wishlist us on Steam, we'll be updating the demo on there and here periodically as well.
Speedrun, my summer 2010 project is here, and ready to play!
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Looks very.... retro-ish!
Ill try it soon. Good job guys.
Thanks, but I'm just one person... =D
Not bad. How do I know how dead I am?
Every time an enemy hits you, you are knocked down.
If you go to far down, you die. You need to use energy to stay higher up.