Play it here!
I uploaded a new HTML5 version of Iridescent Crown with a few important bug fixes. The soundtrack has been added, and the Windows version is now available to purchase. 🙂
The release has been somewhat marred by ISP problems, but at least I had the game up in time for Christmas (and Diablo’s 20th anniversary!). One of the bugs screwed up the ending sequence, which, along with missing the soundtrack, made me feel less than comfortable sharing the game around. But now everything’s cool.
I’m really glad to have this game out of my way. I started it way back in 2010, but I wasn’t sure how I wanted it to turn out until recently. A lot of things just happened to come together at the end – like the final boss and ending sequence, which I’d been turning ideas over for years, but ultimately only needed a few hours to throw something together.
Finding the right graphics+sfx resources to fill in certain roles was also essential in speeding up the creation process. I don’t feel too bad about using cc0 enemy sprites in my game, because the alternative would be a game that’s still unfinished. 😛
I’ll follow up with a more complete dev blog when I have some time. Right now I’m working on trailers for the game. Stay tuned. 🙂
Zephyr 3 bug
As I suspected, there was only one line glitching up this game and keeping it from running in HTML5. As soon as I dropped “direction_to_object” and changed it to “point_direction” – essentially the same function with a different approach – the damn thing loaded up fine in HTML5. It even lags less than I expected. You can play it in your browser here.
Game Maker Studio is weird sometimes. Only 173 lines of code in this game, and it took just one to break everything. To contrast, Iridescent Crown’s engine is +6 years old, bloated as fuck yet somehow works fine in HTML5.
The source code is available for anyone who wants to learn how to make this type of game.
Zephyr 3 basically marks the end of the Zephyr series. But not the engine itself – I plan to use it again in the future. 🙂
Planning for Steam Greenlight
I should be getting better internet in mid-February. So for now, I’m going to focus on recording gameplay footage of my projects. Then I will upload the videos and see where to go from there. I’ve recently managed to get OBS working with my computer – though not with the best quality.
Every article about “indie game marketing” stresses the importance of Twitter, but I don’t think Twitter is as helpful as it seems when it comes to getting your game out there. I get a good amount of likes and retweets whenever I post screenshots or links, but honestly they don’t translate to people clicking on my game often. So “marketing my game” usually feels like wasted time that could be better spent on development. It does help to chronologue my development, but that’s about it.
Gamers make ~93% of their purchases on Steam. So… I probably need to get a game on Steam. People don’t buy games often enough on itch.io.
I’m most proud of Seraphim Automata, but it may be too weird / experimental for Steam. I’m also not sure what audience it appeals to in its current state. What “genre” is it, for instance? It lacks a certain long-term replayability that could be solved with more musical variations (read: a sequel). I may revisit it some time later and add more traditional gameplay features.
I’m also proud of Iridescent Crown, but wary because I haven’t gotten much feedback. And it’s definitely not as unique as SA. It’s really hard to strike a balance between innovative and traditional in game design. Any ideas people give me for IC will probably be saved for a sequel as well, since I’m happy with it in its current state.
While I do have more “work” ahead as far as marketing and making trailers, for once I can finally say that I have nothing left to work on in the field of game design. My existing projects are 100% complete. Which means I can let myself take a break.
… I hope.