A violent collision with a wall

Posted by
October 16th, 2012 7:22 am

I think I’ve hit a wall with my game.  I elaborate more in my devblog, but here’s the gist of it: I have most of the core gameplay in place…and things aren’t working as expected.  A lot of tweaking (some things may need to be drastically changed) will be required before I’m happy with things.  Not to mention I still haven’t work on the graphics, UI, full controller support, etc.  My point: it’s becoming increasingly unlikely that I will get this done in 16 days.  But I still plan on finishing this and selling it at some point.  The October Challenge will become the Eventually Challenge.  When is eventually?  Maybe January-ish 2013?  How much will I charge?  I’m not sure.  I’m debating whether to go the pay-what-you-want route or just charge $1.  But first, I have to finish this game and figure out what to call it.  I can’t sell a game called “Space Game!”

One Response to “A violent collision with a wall”

  1. jdav1915 says:

    Hey there I saw your tumblr I’m Simbstudio. I saw the extended post of this and thought about something that could help with your problem with too much scrap to increase your ship. First off watch this vid: http://www.youtube.com/watch?v=ZKD5eOIXY08&list=UUCODtTcd5M1JavPCOr_Uydg&index=39&feature=plcp
    This really helped me a while back basically every level/the rewards go up in a straight line so eg every level you can get up to 2X the scraps because there will be 2X the enemies on screen but the next level could either A)reduce the rate/amount of scrap given B)Increase difficulty(difficulty defined either by health(great way to go)or health and damage) of enemy ships in a bell curve(that also could give out less scrap) so basically the longer your players wait around the harder and harder it will get instead of staying the same difficulty due to the fact that players can improve their ship the more scrap they have. I would love to help if I can your game has really interested me.

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