First off a big thank you to everyone who has bought the game so far on BigFishGames.
I can’t publicly share sales figures but I will say they’re a bit lower than Tribloos 2. There could be any number of reasons for this such as people moving to mobile devices for their casual fix or people generally gravitating away from BigFish to other portals like Steam/GoG/GameJolt/Other. Or it could be related to the technical issues when the game launched. Or maybe because it’s been 4 years since the last game in the series. It’s hard to say but I’m not about to stop trying to get the game out there due to a slight hiccup at the start.
So we had a bit of a shaky start but generally feedback on the game has been really good from fans and newcomers. That’s really encouraging and now I’m looking at what’s next.
So what IS next?
My first priority is getting a non-BigFishGames version available. This will be available on the download platform Itch.io and will be DRM free. I’m currently working on a free demo of the first 10 levels. This is practically done but I just need to test a bit more then create the setup files ready for download.
I’m also thinking towards the Steam Release. This will happen *sometime* this year, but we’re working through some administration issues with that side of our distribution. Again I can’t say anything publicly…yet. (Blimey, it’s all very frustrating when you get asked *not* to share information).
In terms of actual development I have some fixes to make to the game. Nothing shockingly bad but some nasty niggles that I missed in the initial release.
What kinds of fixes?
Here’s a list of known bugs/issues identified by both myself and others:
- Vines are hard to see in treetop levels
- No explanation to why the tribloos split up at the end of the first area
- Some resolution issues for certain desktops/laptops (although this is rare now)
- Titlebar for game is a bit wordy (not urgent)
- Duplicate account names can be created (not urgent)
- Boom leaf hover text is missing
I’ve already got 2 of these issues solved. The others should be done this week and I’ll submit a new version to BigFishGames.
The plan for go live on Itch.IO is on the 15th May 2018. This should give me enough time to get the demo finished and sort out the above fixes.
You promised us Space Farmers News Years Ago!
It wasn’t years ago! Oh wait…
Okay look, I promise to start talking about Space Farmers again very soon. We have, honestly, been working the next title in that series the last few weeks. I want to start a regular weekly feature on the blog on development. I plan to start that this week! We have both an admission and some good news so be prepared!
That’s all for today, I’ll catch up with you all later!