I remember I started writing this game after not having slept for a few days, so it feels weird to push it out now fully cognizant and very pleased with it. Afterglow was the game I think I've developed in the shortest amount of time, with the least tweaking to the fundamental rules, and was the easiest to work on both multiplayer and solitaire.
This wasn't exactly an easy game to make, but compared to Split Second or Plamo vs Plamo... yeah, it was a pretty easy game to make. I had one job last week.
Afterglow
But I went above and beyond; I edited it and then published both Afterglow and Outer Dark. They're both in the wild now. Since Afterglow was one of the first things I spoke about when I started this website, and it's been a near-constant fixture in the Milestone Mondays for nearly a year, it's kind of weird to cast it off, but I'm done with it for now. Go and buy them both please. Afterglow here and Outer Dark here. I'm even running a nifty promo for the first month where anybody who buys Afterglow can get Outer Dark for half off! Review of the week's goals...
Afterglow
Last week's goals:
Afterglow
Last week's goals:
Outer Dark
Review of last week. Outer Dark
Czech in on last week...
Outer Dark
Two for two, got a lot done on testing this week! I've discussed that I think support for solitaire gamers is important. Part of this is that I'm a big solo gamer myself: I just don't like videogames all that much anymore because I'm sick of looking at screens all the time. I love physical games because they tend to be run off simple engines that are transparent, and don't come with a lot of the baggage of modern games like grinding, lootboxes, and microtransactions. Usually, when you guy a game, it's complete, and to play it you have to understand it, so it can only be so complex.
But I also like designing player-versus-player wargames. I've only written one "pure" solitaire game, Split Second. All my other solo projects are modules for player-versus-player games, which makes them harder to design. But when I write a game from the ground up and test the two in concert like I'm doing with Afterglow, this creates an interesting bit of tension where the one aspect of the design can potentially influence the other. Last week review... Outer Dark
I had a bunch of game ideas this week, but also slacked a bit because I basically played Door Kickers: Action Squad non-stop when I had a minute. What a great game! But I did get some work done too. Time is a flat circle
Outer Dark
I even forgot to take pictures! |
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