Post news RSS One year Later

So it's been a year, a crazy year.. Initially, we were aiming to release this game quickly as a simple multiplayer game, but we were worried that no one would play it online and it would die really quick, so we decided to start work on a singleplayer game mode, where you collect coins and avoid enemies endlessly until you die. Then rinse and repeat and aim for highscores and unlockable upgrades. But we gravely underestimated how long this would take..

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So it's been a year, a crazy year..

Initially, we were aiming to release this game quickly as a simple multiplayer game, but we were worried that no one would play it online and it would die really quick, so we decided to start work on a singleplayer game mode, where you collect coins and avoid enemies endlessly until you die. Then rinse and repeat and aim for highscores and unlockable upgrades.
But we gravely underestimated how long this would take..

So, in the late summer, while still struggling with singleplayer and multiplayer, we were worried that it would be a huge hassle to maintain and release on different platforms, mainly on the OUYA but potentially also on tablets.
Then we found Unity and before we knew it, we were porting the game to unity.
But we gravely underestimated how long this would take..

Right now, we're pretty much at the point were we had been this summer with our pre-unity version.
With some additional bells and whistles, with a more manageable project and of course both art and sound has made a lot of progress.
Learning Unity was easy, but mastering it, not so much.

What remains is hard work and there doesn't seem to be any use in aiming for a release date when development is so unpredictable, we keep underestimating the work required, but we'll get there eventually, feature creep be damned..

We've been neglecting all kinds of marketing and promotion, heck we release news here annually!
We have to work harder, communicate better, promote ourselves and our game much much more!

Our indieDB page has been updated and hopefully there will be a steady stream of updates from this point.

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