Tetriser I really dig what I see of this store. Their game selection is right up my alley! I'll make sure to send the game for the complete DRM-free version.
Mark Van August hey, thanks! : )
Beaverlicious Hope you'll like it!
notnsane I'm not using tilemaps at all, and the 4 players will be on the same screen (a la MicroMachines) so, it has a very low impact on the perfs.
About the devlog, I can't wait to write it. I really want to do it, as these past 2 years have been incredible for me and made me learn so much things.
I don't have time to do it for now, I'm still working on adding free updates to the game, but as soon as the complete version will be online, I'll make a huge one!
If you want to know anything about how this or this is made in the game, I'll try my best to answer you, no problem.
This is the first time I'm coding a game, so, I'm not sure my process can be useful for others, but I really like to share. So, don't hesitate!
Mark "Mines mines mines mines mines mines mines!!!"
the SuperBestFriends one is my favorite for now, I really like them. They played on the very first 1.0 build, sadly, the bug they had as been patched for a few weeks now.
But still, even with the bug, I was super happy to see this pop! : )))
Thanks so much for the FrEnglish corrections, i'm trying my best to have every single text approved by real americans/english, but a few typos may have slipped. Noted, and will be modified in the next update : )
Also, since it's a developer forum, a hint about how these kind of important youtubers can have an impact on your sales.
100.000 views on a youtube video doesn't change anything, it's all about having visibility on the store itself.
People going for Steam, don't hesitate to team with an indie publisher who have good relationship with Valve.
I'm really learning this the hard way, only this makes a difference.
I'm very lucky, Penelope has tons and tons of coverage, 99% of it being super positive, saying "buy it!", but the game really need to be pushed on the store to sell a tiny bit.
i'll try to include the sales numbers in the postmortem/devlog/making of, if this can be useful to some : )