It has been a very busy few months.
I started on “Mole – The Quest for the Terracore Gem” last october. Chris (the designer) and I worked hard on a prototype that we got out in about three weeks. We submitted that to the Muse games contest as well as the GDAA indie game contest at GCAP 2009.
Originally we were slated to do an iPhone release in mid December 2009, but since we got picked as a finalist for the GDAA Indie game contest, we decided to focus on polishing a desktop version that we could show off at the conference. This paid off huge in terms of really good gameplay additions as well as some invaluable data collected watching people play the game at GCAP. We took all of that information and updated the gameplay to make it even better and also spent a few weeks getting it running on the iPhone. After a good bit of external beta in mid January, we released it to the app store in early Feb.
Unfortunately somewhere in the final frenzy to get the game out the door one of the meta data files got overwritten with an older version. We built that into the version 1.0 release and pushed it to the store.
UNfortunately that little thing caused the game to go looking for some resources that no longer existed at the end of a level and was causing crashes. I hate crashes. As soon as we found out about the crashing bug we pulled the app from the store and pushed up a fixed binary. We had some great help from some of the touch arcade forum regulars who notified us of the bug right away, so thanks to them we were able to pull it so quickly and get the fix out straight away!
Although the initial app was approved in about 2 days, the fix took about a week to get through the process (still way faster than last year, so: yay Apple!).
In any case, Mole is out now, and we have had a great response to it.
Just a few weeks after I started dev on Mole, I was approached by Tin Man Games to take over the Gamebook Adventure development.
This turned out to be a much larger job than I had originally anticipated and it took about a month longer than we had hoped. However, the final product is really great. The time we spent to make sure the game was polished and performed well really paid off. There are a few bugs in this first release and we are working on a fix for them right now.
We have had some good press coverage for GA:
Next up! We are looking to finish a handful smaller more casual titles that we have had in production for awhile now, SkateDude and BMXDude are at the top of this list as well as a couple new games called ‘Steam Pilot’ and ‘Gooey’ that I will post about later.