Well, I'm taking a quick break from
Undermine to finally follow through with that Android port I had planned from the get-go! (
pre-register)
Because I built with this in mind, it's been a pretty painless process, mostly just:
- Doing a bit of optimization: reducing pixel light count, increasing physics timestep (I was probably running it way too fast before!)
- Reducing build size: there were some massive intro images not being compressed, music was being compressed at 100% quality, etc. All things that didn't really matter on PC, but could be a deterrent on mobile.
- Finishing touch control implementation: I had done a crude test implementation last year, but had to ensure touch controls were appearing properly in all scenes, as well as add some more virtual buttons (skip cutscene, pause, etc.).
- Finding testers: tapping into those who helped with the last beta test, plus finding a few more (if you're interested in testing, hop on the freshly-verified Discord and drop a line in #brainmelter-deluxe).
I'm going with a "premium" model for this. It seems to be the exception, not the norm, but the game wasn't built with the freemium model in mind. Really, I'm just looking to capitalize on the work I've done so far, taking as little risk as possible. I have no real expectations at this point. Whatever happens happens.
If I were to go freemium, I would either build with this in mind, or perhaps take something more content-heavy like
Operation Hardcore and adapt it (i.e. first few levels are free, buy the rest).
The biggest challenge so far has been navigating Android builds, Play console, etc. I've done a little bit of this in the past, but there's a lot I don't know. It's been a really great learning opportunity, though.
Here are a couple shots, courtesy of one of the testers:
Oh yeah, I'm also testing some new logos/promotional stuff. I found the original too bright in comparison to the game itself, so I've gone with something a bit darker. I tried to coordinate with the purple accents from the game, and I also added a spiral, which I feel really captures the spirit and "flow" of the game.
(before/after)
Lastly, I've recruited someone to help with trailers. I'm perfectly capable of doing my own trailers but I tend to procrastinate about this more than anything else, so it's really good to have help here. I really appreciate the work he's done so far. Here's the latest he's done for me: