First an update on See the Light for the iPhone: it isn’t selling. It also isn’t being reviewed - for some reason a good number of reviewers seem to think I should be paying them. It isn’t getting feedback in the app store. Despite being hands-down the best version of the game yet, it has essentially fallen into obscurity. Go team. I’m actually quite surprised that the XBLIG version - the worst version - sold more in the first three days than the Android and iPhone versions combined.
Oh, and I’m porting Word Duelist to iPhone. It’s official - I’m about 70% at feature parity with the XBLIG version, so it’d be silly to stop now. This is also going to give me an opportunity to investigate the workload involved in taking my codebase - which is largely device independent and purposefully avoids libraries which the NDK currently doesn’t have - and moving it to Android. If it’s a week’s work, we’ll see an Android version. If it’s more… well, maybe next game? Expect news within a month, probably less.
The next game is probably going to be the Penguin Push successor. Not a full-blown reimagining like Laura and I had intended, more a port with snappier graphics and more levels. Evan’s making good progress on the art, so provided he comes through, that should be next in the pipeline.
That’s three mobile ports in rapid succession (with a possible 4th that I won’t talk about yet, but if you know my game history and you can recall a Valetine’s-day appropriate game, you could guess). This is honestly not the direction I want to keep going, but it’s a good opportunity to build up the mobile codebase and release small projects while I plan something larger.
Here are some of the ideas I’m throwing around for new projects:
Word Duelist 2: Closer to Bookworm Adventure than the current Word Duelist. Walk a little sprite around and challenge people to duels, which are less a collection of minigames and more a fixed format where creating words does damage to your opponent. I found a lovely free sprite collection which would lend itself well to this.
Rogue-like: Free graphics collections inform a lot of my game ideas, and this really isn’t much different. There’s tons of Rogue-ish art floating around the internet, and I have a fondness for rogue-likes and a good random dungeon generator already written. Rogue-likes are also great for being extremely flexible in the amount of time you can sink into them adding new features before calling them complete.
Another puzzle game: The free art collection for WD2 would also work great for a cute little puzzle game. I don’t have a solid foundation for this yet, but I’m workin’ it out.
Nothing huge on that list - all incremental steps from the current work I’m doing. When you’re making games in your spare time, though, and you’re doing it alone (aside from some unannounced projects), scope must be brought in. I still want to work on the Big Ideas, but until I can find a suitable & reliable team and free up some time, those are shelved.
Typing in the cold is… hard.