Check it out below! Let me know what you think in the comments. What should I showcase to let other people know what the game is all about?
First off, I'm really excited about this. When I started Doggo it was mostly for me to learn to code, and have a fun project. As it grew I grew attached to it, and really wanted it to be something people would enjoy. I submitted it to the Big Indie Pitch at GDC this year and got accepted! So I'll be showing the game off and maybe have a shot at winning and getting some publicity for the game. If I won I could actually take the money to market it a bit and even release on iOS, which would be nice. I'd also like to make a version that can run in landscape mode and port it to PC possibly. Who knows!
So on that note, I've been furiously trying to crush bugs. There are a lot of things I made early that just didn't work quite right. Fixing them though took a lot of time. Today I finally tackled the biggest problem that has plagued me for a long time: enemy AI & collision detection. Turns out for the AI, its still dumb, but not quite as dumb. I just needed to sit and really think it through. For the collision detection, I had a few weird errors and dumb checks for OnCollisionEnter2D which only complicated things more than they needed to be. Now it's all a lot smoother! I've wrestled with releasing Doggo for free vs an upfront cost. Everything I've read suggests having an upfront fee is the way to go for an indie dev. I just won't get enough downloads to make a free version generate any revenue. I'd need millions of people to play, daily, and the game just isn't made for that. Maybe in the future I'll make a Doggo Dungeon 2 that is really replayable, random dungeons, etc. This one is a single story, and I like it that way. |