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TIGSource ForumsCommunityDevLogsI Think In A Minute Or So I Will Explode
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Author Topic: I Think In A Minute Or So I Will Explode  (Read 18646 times)
Hangedman
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« Reply #60 on: April 22, 2013, 06:17:47 PM »

Added two long-needed details. Will probably be optional.

In-game high score (LR), and an idlekill countdown (light).
(gif is half fps and the death animation is truncated)
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #61 on: April 24, 2013, 04:06:57 PM »



i took this shot because it made me wish i'd had analytics since i began. there is a play counter but I've cleared the data frequently.
But the number of heroes sacrificed for the betterment of my game is easily over 50,000.


To honour their memory, and to add a bit of variety cause those corpses are getting rather monotonous, I've added 7 more optional heroes to the game. They all play the same, but they will appear with their high scores, so choose whichever you like.


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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #62 on: April 25, 2013, 06:48:07 PM »

Fixed what may be my final bug.

I can only hope.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #63 on: April 28, 2013, 01:10:00 PM »

I talked to Preston and co. of the IndieComplex podcast about ITIAMOSIWE, as the release is impending.
Here's the video, I think it went rather well! They're looking for more people with games on the way to talk to, so give them a shout if you think they'd be interested.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #64 on: May 20, 2013, 05:19:25 PM »

THIS IS COMING OUT TOMORROW

It'll be everywhere and anywhere. If you have suggestions for where it can go, let me know.

I tried to make a trailer, but it turns out Camtasia actually cannot handle a 30-second video without corrupting its own recording files, so hahaha damn
« Last Edit: May 20, 2013, 05:25:06 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #65 on: May 21, 2013, 04:20:54 PM »

IT IS OUT
but not done, if there's more to do.



NEWGROUNDS
where it was immediately voted down for looking like a game boy game
KONGREGATE
where it surprisingly fit inside the title character limit



Love some feedback!
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #66 on: May 22, 2013, 03:22:38 PM »

UPDATED TO v1.1
  • idle to kill time increased 1.5x
  • camera can now be forced from slightly lower to ease hitting your head on things as they come on-screen
  • hitboxes tweaked for edge-hanging
  • SPACE is now also jump, ENTER is now asplode
  • Splash no longer autoplays, is faster to respond

Feedback has been generally positive but somewhat dismissive. Some people love the controls, some hate them. Some people get the challenge, some don't like endless climbing. It's been very cool to see clear feedback once I finally started getting some.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Ashkin
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« Reply #67 on: May 22, 2013, 10:38:53 PM »

Great job! I've only gotten to about 1000m so far, but I plan to climb even higher to see what challenges await.
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Hangedman
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« Reply #68 on: June 02, 2013, 06:05:08 PM »

GREAT SUCCESS (I think)


I got 37,500 plays between Kong and NG, and was front-paged on NG for an exciting week.
Thanks to all who gave it a try.

Here's my tiny postmortem. May be common-sense to people who have released things, but this is my first proper released game, so I'm gonna talk partly to myself.



This has been enough of a success that I don't feel bad that I messed up developing it, mostly due to endless polish and deliberation of changes.

First I wanted it to be best and nearly missed the LD deadline. I narrowly realized my mistake and got it in and did ok. Lack of sound hurt. If I'd cared less about polish I could've found music.
Then I wanted it to be best to be a commercial product. It wasn't an ideal commercial product, and it took a beating and a lot of downtime for me to realize it.
Then I wanted it to be best for release. I did what I could, but that was all I can do and I finally realized that and didn't delay any longer.
ITIAMOSIWE was a series of lessons learned late or barely in time.

I don't think building in the leaderboard and such, which I debated for a long time, would've benefitted me much. It wouldn't have gotten the game sponsored, and ultimately would've been a lot more work. I work slowly enough as it is, and I should've decided either way and just ran with the decision.

I got more useful feedback and bug reports and things I forgot to add pointed out in the first day after release, and quickly engaging with people's issues and fixing them got me return traffic and a steadily climbing score. Not tenable for a larger project, but it's good for a small thing that may never get a second look. I very quickly figured out which commenters had actually played and gave useful info, so the mean ones didn't bother me much.

So I guess the lesson is: Decide and work towards a decision: if it's wrong, you've made some progress, maybe in the wrong direction, but some of it may be beneficial and it's better than being paralyzed by doubt/indecision/f2p mmos.

I'm still pretty proud that I managed to get almost 40000 people to play a creepy indoctrination gameboy-style game.

And now I can finally put it to rest and move on.

Thanks, everyone.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
owendeery
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« Reply #69 on: June 02, 2013, 08:12:13 PM »

Congrats on all the plays. I think the time you put in (months? years?) before release definitely shows in the polish and stickiness of the game itself.
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Belimoth
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« Reply #70 on: June 02, 2013, 09:42:36 PM »

Fun Hand Thumbs Up Left Smiley
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