Tag: Twixel

  • Twixel has been Greenlit!

    Twixel has been Greenlit!

    Greenlight

    It’s happened!

    After almost 2 long gruelling years, Twixel is going to be made available on Steam!

    While this is cause for celebration, it’s also a time for introspection.

    I admit, I have not been a good developer. Given how lacklustre Twixel sold when it was released on PC, and again on iOS and Android, I kind of gave up on the idea, and started working on other prototypes. But here I am, a year later, realising I was a fool and regretting the fact that I should have continued to work on Twixel well past it’s release date. I knew it still had problems, and I had feedback others recommended. It was just easier I suppose to look forward to the next project rather than support the one that had already made it.

    Thinking about it, and looking back, it seems that in not updating the game I actually done myself a disservice. All that time and effort working on the game, only for me to not follow through on it’s potential. Suffice to say, I will not be making that mistake twice.

    The next couple of months are going to hard as I go back to Twixel and port it to Steam, but it’s going to be worth it. Having the game in front of a potential 125 million customers is a huge incentive, and one that should keep me going until I manage to get the game fully ported.

    Once this has been done for Steam, I’m going to work hard and bring every improvement listed below back to mobiles, as I know there’s a few bugs on there too!

    Until then, Thank you all for voting, and please see the list of things I’ll be working on bringing to the Steam release:

    • Improve look of game (shaders across whole game)
    • improved music reaction (obstacles will now bounce up along with level)
    • Tweaked control system
    • More obstacle variations to avoid
    • Better procedural generation of obstacles
    • Improved control scheme
    • Changing of save file system (have since learnt how to serialise data, so will be putting that to good use!)
    • 4 new songs added to hyper levels
    • Improved GUI presentation
    • Improved Scene Management/transition
    • Full Xbox One/Xbox 360 controller support
    • Steam Achievements and Cards
    • New Achievements Pictures
    • Steam Leaderboard integration
    • Better Twixel Trailer (Once improvements are made!)

    Thank you all once again, and I’ll keep you updated on my progress!

    -Dan

  • Weekly Update: Evolve Alpha (Preview)

    Weekly Update: Evolve Alpha (Preview)

    Hi all,

    So for this week I didn’t get around to completing a game as I’m working on Twixel too much, but I did manage to fit a bit of time in for playing the Evolve Alpha by Turtle Rock Studios and 2K Games. If you want to take a look at my thoughts on the alpha, then please by all means follow the link below:

    http://www.gamrreview.com/preview/92096/hunting-down-evolution-in-evolve

    and to update you all on the progress of Twixel, I’ve just recently sent out a second test copy to testers, so I hope to hear feedback in the near future. I’ve changed the font used in most of the game, and have also made 4 additional levels that will be completely random. It’s all exciting and scary at the same time, so much so that I’m pretty sure I’m going to miss my release date unfortunately, but I’ll hammer on regardless.

    Until next week!

    Dan

  • Weekly Update: The Hell That is Steam Greenlight

    Weekly Update: The Hell That is Steam Greenlight

    FUCK THE HATERSSS
    After 5 days on Steam Greenlight, these are my stats so far. I’ve got a long way to go, and I feel my trailer certainly isn’t helping.

    Hi all,

    I do apologise, but I think for the first time in almost 2 years I am not going to be writing a review for this Friday (SHOCK HORROR!) due to the recent release of Twixel on Steam Greenlight. Because of this gargantuan undertaking I am putting myself through, I thought I’d share some thoughts and feels on the whole process, and what I hope to do from here.

    So, on Sunday I done it, I pushed the button to share Twixel with the gaming community that is Steam. I had been considering doing this for a while, but was concerned about the state of some of my promotional material and whether the game was actually finished enough yet to apply for greenlight. In the end, I decided that the sooner I get my game shown to millions of potential customers the better.

    Alas, as you can see from the picture at the top of this post, I may have made a mistake. My trailer for the game (which can be viewed below), was one quick draft to at least show each level and 1 obstacles in each level in both 2D and 3D perspective. As it currently stands, I feel this is my greatest downfall in all of my marketing material, with the trailer making the game out to be really simple and all symmetrical. This isn’t the case, as I’ve spent the last few weeks working hard on over 50 new obstacles that will be completely random on both sides of the screen to push players to the max when it comes to difficulty.

    In the coming weeks I really need to redo this trailer, as it really doesn’t represent the game well.

    Since the launch of the Greenlight campaign I decided it was time to release a beta of the game, one that could be played by many testers so that I could get as much feedback as possible on what they felt were the shortcomings. I’ve given the game out to 30 people so far, and out of those 30 I’ve had a fantastic response of…. 6. Whilst this isn’t amazing, I’ve had some great comments from those testers, with 2 of them asking for in-game volume controls (which I’ve now implemented), as well as highlighting many bugs on the obstacles themselves (some weren’t aligned correctly causing “glitches” to appear in the level). I also asked these testers what would be the price they feel would suit the game, with the average price so far sitting at £2.99, exactly the price I was looking for. Needless to say, I’ll continue sending out test builds of my game to these testers, and will take their feedback seriously so that I can make the best game I possibly can.

    I call Steam Greenlight hell because no one ever warned me of the amount of arseholes on the internet. Not only does my no votes continue to increase at a worrying pace compared to my yeses, but some people decide to go out of the way to put you down for even working on something. I’ve had some commentators say things like “congrats you learned how to put cubes and squares on a screen thumbs down”, or “This took 10 months of development? Are you kidding me?”. Whilst harsh, they don’t compare to one person making a group of games called “The trash of Greenlight” where he’ll sort through the trash of greenlight so you don’t have to. In every instance of these comments I think the end commentator forgets that there’s a person behind this project, someone who is currently doing this all in his spare time whilst also working a 9-5 job and writing reviews at GamrReview. It hurts, but I’ve also had a lot of positive comments, so I must push through and ignore the haters. how can I improve this and hopefully get less haters? The trailer needs to be redone so badly, I feel it’s the thing people watch and then instantly judge the game on.

    Over the coming days, and hopefully by the end of this weekend I should have a second test of the game available, one that will actually increase the speed of the stage on harder levels, as well as adding 3 additional levels for randomisation (rather than the obstacles appearing all in the same stages, so one stage can be seen as a practice stage and another the real test of skill).

    Thanks for keeping updated with Twixel!

    Dan