So it’s been a while. Let me just get it out of the way that for the past month or so I haven’t been doing nothing, I’ve been doing a lot, actually. However, everything I was doing ended up being for nothing. I must’ve started and scrapped at least three separate projects. It sucks, yes, but it’s best to nip it in the bud when you can first tell a game isn’t going to turn out how you were visualizing it rather than having it drag on.
However, I am working on a new project that seems to be a keeper – more on that in a little. First, let’s get down to business.
Trophiends Released!
So after a few months of being up for auction, I finally got around to selling Trophiends to a very reputable sponsor, Jay from JayIsGames.com. It was a great pleasure working with him and besides for an issue with getting the damn CPMStar ad working, the game-branding process went very smoothly.
Enough rambling though, go play the game and let me know what you think! (If you get stuck on a level, just check out the walkthrough.)
While you’re at it, go read the great review from the writers of the JayIsGames blog.
For anyone unfamiliar with the game, here’s a quick summary. In Trophiends, you play as either one, two, three, or even four little characters all trying to reach their respective trophy. When all of the characters successfully reach their trophy (or even if some of them get killed) – the level is completed and you can move on. The thing is, it’s not as straightforward as it seems.
Not only do you have to avoid hazards such as spike traps, TNT crates, electric poles, and shooting spikes, you also have to control all of the characters simultaneously. This shines a very unexpected new light on the game making the otherwise simplest of levels much more difficult.
There are 30 levels, all of increasing difficulty, five extra bonus levels that are much more difficult than the other 30, and a secret reward for 100% successfully completing each level.
On top of that, one of the best features of Trophiends is the built-in, easy-to-use level editor. You can create your own levels and easily share them with others either via a copy-and-paste code or automatically through the Playtomic servers.
I’m very proud with how this game came out and can’t wait to start hearing feedback.
Next Project
Now, with another game released, it’s time to get started on a new project. (Well, granted, I should have started this project months ago, but things just didn’t work out that way.)
My next game will be a top-down racing game, the sequel to my first game that I released about two years ago – Weapons on Wheels. Now, I like to believe that I’ve learned a lot over the past two years, so Weapons on Wheels 2 will be a vastly better game than its predecessor.
To be honest, though, Weapons on Wheels, being my first game, is one of my most successful games in terms of gameplays – if not the most successful. With over 3.6 million sessions and about 1,000 plays per day, it easily shadows some of my other games such as Don’t Panic, with only 2 million sessions and about 500 plays per day.
Anyway, the point being, since Weapons on Wheels did so well (regrettably I didn’t have the state of mind to put a preloader ad on that game), Weapons on Wheels 2 is a logical step forward, what with my increased skill in both game design and development.
What Now?
What now? Well, I don’t know about you, but I’m going to go check out some feedback on Trophiends (seriously, go play it) and then get to work on Weapons on Wheels 2. I will be posting at least once a week, just like old times – sorry again to any readers who were deeply saddened by that dry spell there, I won’t let it happen again 😉