I finished level five, and I'm about to begin programming of the final level of my game. I'm so excited! After I finish the last level, I have an extra stage to work on, then touching up EVERYTHING graphically! It's been an amazing journey, and I've built up a small following, but I cherish everyone whose bothered to keep up a little on my development. I'm hoping in the near future, that I can start making more desktop games + mobile apps; entirely for fun of course. Money is nice, but enjoyment is priority.
I also got my college degree today! :) It's the first step toward having my Masters in Japanese Literature and Language and [.....]
Ah-ha, it's finally happened! I finally enjoy the play and feel of my game, and (at least to me) it feels like a true bullet-hell. It's finally difficult enough that it makes me want more, and it's playing smooth enough that I'm content with it.
And with that, I've wrapped up level five! I'm going to be working on the fifth level boss all day today, then I'll work the final level + extra stage. Then I suppose, it'll be ready for the last few touch ups, [.....]
Well, hello world! This will be the first game release I've done since starting my blog! Super Space Surge is still in development, but I took a break to participate in Flappy Jam for a little while... and what an experience it was! A simple program I made in one hour turned into a couple days of experimenting and fun to balance everything, add extra elements, and make it feel "just right."
Granted, there's a lot more I'd love to touch up on, but for a quick [.....]
I took a hiatus from everything recently. Though, picking everything back up, I decided to do a small project for Flappy Jam, considering everything that's happened with the creator. I could make my own separate blog post about that; however, I'll spare the details and simply say that if anyone really feels the need to bash on someone for a stroke of luck, you really have no sense of honor for anyone. Be joyful for another's luck; not a dick.
Either way, moving on, so I've been [.....]
Okay, after getting some constructive feedback from Tigsource and Unity, I've been working on updating everything and making my game feel exactly how I want to feel --all the while, making it feel natural, unique, and fun to outside players as well.
I feel like my biggest hurdle will be trying to make Super Space Surge appeal to player who are not fans of bullet hell games. Although, people who enjoy such games have reviewed me and said they liked it, the fellows who are not so keen on this style of game quickly gave harsher reviews. (Though they were the most helpful, because it really shown where the game's biggest flaws currently were.) I'm sure by [.....]
Well, after about a month of work, I am ready to release a simple demo of my game, Super Space Surge! What an exciting month this has been. On top of balancing financial issues, starting my next semester of college, and wondering how in the hell I can balance everything, I have diligently worked on this project, and I am ready to release a demo!
This is about halfway done. Music is extremely subject to change as I'm getting used to new programs and every time I [.....]