Made a logo for the game Chasm in the style of the old Super Mario Bros. logo. I know, cheap way to go with only a 3 colour palette but meh.
So it’s been nearly a month since I released the early version of my first commercial game, now called hack();. I thought it would be best to post some stats from the game page and how I’ve been progressing to finish this.
It probably was not ideal to put up an unfinished prototype as a purchasable game, but I have not nothing but support the entire time I’ve been working on it. So thank you to everyone that has been buying, playing, providing feedback, being there emotionally, and just being great.
Overall I’ve had a total of 892 views to hack(); since I put it on itch.io. At it’s peek I got a grand total of 164 on June 11th. If you look closely you’ll see that only a couple of days result in 0 views. I thought this was interesting because I try to not tweet about my wip game often.
So this isn’t as impressive as the views stats but hang on for a second. My game has been downloaded a total of 133 times so far. On June 11th it was downloaded 22 times! I’m not sure if it’s my landing page or people aren’t interested in my game, but if the math is right then roughly 15% of the people who go to cniangel.itch.io/hack end up downloading it.
Well, there isn’t much to say here. Seeing as my game is PWYW you can get the game for free. I’ve had a total of 6 purchases, the most happening on June 3rd. All 6 people who bought my game keep me going strong though.
Referrer link stats:
Those are a lot of external visits to my game page. The one disheartening thing here is that the blunt of my traffic is from http://itch.io/browse/price-free and http://itch.io/browse/platform-windows/price-free. I imagine that kind of attention is going to disappear when hack(); can no longer be acquired for free. It’s a shame, but I will just have to push the game harder right?
Anyway, I hope anyone reading this enjoyed it alittle. I’ve never done a write up for something I’ve made for commercial consumption. It’s odd looking at it as a product instead of something I’ve been hammering away at for a month now. The game is currently at version 0.3.3 and I’m working on it every day. Here’s to hoping I can make this game beautiful.
"Josh enjoying a new toy."
I just finished my very last animation for Halfway (not this one, this one was a bonus one). Remember guys, Halfway is a futuristic turn-based strategy game. I know you all want a release date, throw me your money and I’ll tell y… Ahahah! Just kidding, I even don’t know myself. But it shouldn’t be too long ;)
Today I grabbed/bought the Space Cowboy Game Jam entry from excellent game dev Thomas Bowker with high hopes I would enjoy it. I was certainly not disappointed. SWIMMNG BIRD, the entry is question looks great and is quite the challenge. I think the best part about it is the control scheme. It’s something you can understand after failing a few times and a game that teaches you how to play from experience is gold in my book.
The furthest I’ve gotten in this game is only Sector 4 I’m afraid so who knows what the game holds inside or if it even ends. I really think this game warrants a looking at. Try/get it for free seeing as you can. If you really enjoy it tho, please don’t wait to give him a dollar or two.
Along with the graphical changes I am making to the game I am going to go in-def about what Zen Mode will be.
Zen Mode is going to be the ‘easy’ mode kind of. In this mode you literally can not lose. The code dropping will be alittle slower and they will not disappear. Once your screen has the full amount of codes you can just solve them as you please.
Now, seeing as the main game is literally just you play until you lose, how does this one end?
I’m going to set a limit on how many codes are genned for that mode.
Once you go through all of them I’ll show how many you solved on the first try, just for fun.
This mode kinda sprang up from when my little brother played it and was having trouble. I can’t help but please the little guy so I’m adding this in.