About 50,000 people have played Almost Pong since last week! That's awesome and completely unexpected for me. Thanks to everyone who played the game, shared it, or sent me feedback!
https://t.co/EuOo03tqoJ
In 2014 I made one game per week for 12 weeks in a row:
01 Run
02 Pixel War
03 Box Jump
04 Man vs Penguins
05 Fill the Holes
06 Princess Quest
07 Connected
08 Save the City
09 I Hate Rabbits
10 Dark Blue
11 The Three Hearts
12 Crazy Snake
Try them on https://t.co/2L7Jjwj885
You spent a lot of time making your game, so everything about it is obvious to you. A brand new player knows nothing about your game, so not much is obvious to them. That's why you need playtesting.
When working on a game, I always use constraints. This is a great technique to limite the scope of the game and to boost my creativity. For example:
- Use only three colors
- Don't display any text
- Finish it it five days
My most popular game, Box Jump, is now almost mobile friendly! The game doesn't resize, but you can jump by tapping the screen. https://t.co/hETx7LC7yj
I made 12 games in 12 weeks to teach myself game development. I learned a lot, and more than 500,000 people played them so far. You can try all my games on https://t.co/2L7Jjw1xgx
@migue_dorta Good point. If people struggle during a boss fight, should we make it easier? I guess it depends on the game you are trying to build and how players feel while they struggle.
There are many ways to end up making a successful game:
- Make 1 great game and get really lucky
- Make 10 great games and get lucky
- Make 100 great games