These past few years have been interesting. I started a side project that I told myself would take three months while working on Ouroboros. Then I cancelled Ouroboros and took that then side project and made it into my full time project. Then I made Gwarmbee and released it. Then I started another side project. But there’s a difference at the end of this story…
That old side project, Flamboygen, is almost done. As I work on the final level, the design and tone… There’s a weird sadness that envelopes me. Like not wanting it to end. I took my time on this project. I took my time because I have a full time job and my priorities are out of wack. This shouldn’t have taken this long. This shouldn’t have sat on my shoulders as long as it did. But, here we are. The beginning of 2017. I’m tired of complaining about 2016 and all that crap. Tired of thinking about the past, but I can’t help it. I can’t help but to glance back at myself. The black mirror that is my laptop screen unattended. It’s a reflection of myself and what I’ve done… what I haven’t done.
Flamboygen was and always will be a light hearted, fun game to me. It began as such a “what if I did this” kind of experiment. And it just grew and grew. It grew into something a bit more heartfelt and meaningful to me. Something I am extremely proud of. I look back at the world map, the circles representing new challenges for players. All 25 of them, some shorter and faster than others. I look back at all of the incredible feedback I received during the beta from fans and friends alike. I gained so much insight and reworked many mechanics because of it and I thank each and every player that reached out to me to let me know how the game felt.
I added an entirely optional tutorial level accessible at any time from the menu.
I added customization unlocks in the form of color palettes and hats.
I fixed some UI elements to help player's recognize their equipped items.
I adjusted points and distance based bonus' for combat.
All because of your feedback.
And here we are, I say again, the beginning of 2017… I swore to myself I would finish more projects this year. Get more games in the hands of more players. Will they be perfect? Nah, probably definitely not. Will they be a shit load of fun? God, I hope so. I think they are fun. The randomness of physics in a game environment always brings surprises. The randomization of entire levels and enemy placement always brings a new challenge. Item strength randomly generated every time you play can alleviate a challenge or intensify it. All within the game world. Die? Try again.
This is what I love about games. This is what drives me. These random aspects make these titles just as fun for me as I hope they are for others. When’s Lunch? Games has never been about trying to reach mass appeal but I’ve always wanted to make games I would enjoy. I won’t ever make a game that isn’t something I am excited to play myself.
I see so much joy in Flamboygen. I see bright vibrant colors and derpy looking robots duking it out.
I can’t wait for you all to enjoy it soon. Very. Very. Soon.
I guess this is my pre-post-mortem. I don’t know… I just got to thinking and figured I should put my thoughts here.
Take care, see you soon.