I did send out a new build earlier, 1.4 - lots of little things in there!
@braydon - Thanks for the offer, sir, but I have about 25 testers on the game right now! It's hard work just keeping up with them all and responding to all their questions/suggestions!
I'm very fortunate that I make games I want to make, and people seem to like them!
Sales definitely got a boost after the TA review for sure. A small but noticeable one. I think it'd be more pronounced if the review appeared on the game's release as opposed to a month later!
Fortunately the reviewer seems v. interested in what's coming next, so maybe I can make that happen
awesome review!
It's really rather lovely. I'm terrified of how people will react to my games - most seem to enjoy them, for which I am eternally grateful (and relieved!)
Comments
I did send out a new build earlier, 1.4 - lots of little things in there!
@braydon - Thanks for the offer, sir, but I have about 25 testers on the game right now! It's hard work just keeping up with them all and responding to all their questions/suggestions!
If you have any ideas on this stuff though (http://forums.gamesalad.com/discussion/comment/425430/) I'm all sheepy ears!
Cheers!
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Things are progressing nicely. I've had some great feedback from testers which have resulted in some changes that benefit the game.
These include things like help text, less of a decrease in speed after being caught, slower air decrease and new control methods!
I usually react to suggestions/criticism like this:
1. Get feedback.
2. Think of a million reasons why it’s wrong/not relevant/silly.
3. Stay up all night thinking about it and cursing the tester.
4. Wake up the next day and realise they’re absolutely right!
5. Make the suggested changes.
6. Grumble (possibly).
I really can't stress how important it is to get other people to play your games before releasing them into the wild!
Fun
I've also been reminded quite harshly of the old rule of game development:
"If you think you'll be finished within a month, add another TWO months to that date for accuracy"
And here's another screenshot of the latest version which will be going out to testers tomorrow with any luck!
Cheers,
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Apparently the game is now 'Ready for Sale', but it's set to come out tomorrow (November 15th).
Still lots to do, but here's a video in the meantime!
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
http://www.touchmyapps.com/2014/01/16/air-supply-infinite-in-review-new-spin-on-an-old-classic/
How lovely!
Busy with iOS7 updates and Tizen ports till the end of the month. Then onto Air Supply SOS!
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
How have sales been?
SS=D
.....
Just trying it out ....SS=D....
I'll let you keep it.
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Sales definitely got a boost after the TA review for sure. A small but noticeable one. I think it'd be more pronounced if the review appeared on the game's release as opposed to a month later!
Fortunately the reviewer seems v. interested in what's coming next, so maybe I can make that happen
It's really rather lovely. I'm terrified of how people will react to my games - most seem to enjoy them, for which I am eternally grateful (and relieved!)
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io