Proper launch post


(Since I only posted a trailer and a let's-play to celebrate the release of this game, here is a proper blog post. )

Beginnings
So hey, this game is finally done! Development started in april 2010 as a little GB-styled game based on my old Fishhead series., which I made as a teenager. 10 years ago GB-styled games were not done too many times like now.

Change of scene
The project slowly grew into something bigger, but  was halted many times by real-life events, software crashes and changes of scene in the world of hobby game development. I started in 1997 and was used to publishing my games for free. They would end up on freeware sites and on cd's that came with gaming magazines. People would play them and send me emails about them. That was enough for me. These times are gone. Post a game for free on your website and nobody will play it. Go "commercial"  and people might notice your game if you are ready to do a whole lot of posting on social media. It is not my thing, but I need a reason for this hobby so I have to.

Expanding
In the last two years, after  I finished Roving in the Dark, I have picked up this game more seriously and only posted updates on this website, which may not have been the best of ideas. The game went from monochrome to a limtited colour palette, a large hub world, housing labs, secrets and hidden levels was added. The hidden levels are hectic run-for-your-life scenes to balance out the general easygoing pace of most of the normal levels. Also a goose was added!

Finishing up
Letting go is the hardest part. In the last few months I have been looking at other "indie" games, as they are called now and got my ass kicked. I went back to my game and polished the heck out of it. Dynamic camera? Lots of collectibles? Fancier graphics? Mini-bosses? Small puzzles? All of them were added and it was a fun experience. What's next, Steam achievements? In the last few weeks many people have been testing this game and found an embarrassing amount of little bugs and annoyances. All these are fixed now and I can set this game free. 

About the game
So how did it turn out? I think I made a decent game with 40 fun and varied levels, many enemies, a good learning curve, nice enough graphics given the limitations I set for myself. The hub world is big but not so big you get totally lost. It gives you the chance to play levels in different orders and explore in search for secrets. The abilities and the increasingly hard enemies give enough body to cary this many levels. Nothing is new. Shooting, double-jumping, wall-jumping, it has all been done before. It's just a cute little platformer that will keep you occupied for 4 hours or so. 5 if you want to find every secret. I might work on more games.

Thanks for reading all this!

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