Dear everyone who reads these rambling posts about random things somewhat involving game development,
I am super extremely excited and super extremely proud of today. Today I have wonderful news that I can no longer hold in:
Yes. It is true. It is finally done. Flamboygen is 100% playable from start to finish. Not only that... But we have a release date. AND IT IS THIS DAMN MONTH. And we of course have a new trailer to show you which is home to a brand new unreleased track from Jolly Jack and the Jazz Flutes. (If you bought the soundtrack, don't worry, you get some extra surprises coming your way!)
I couldn't be more proud of what we've accomplished and cannot wait to see the replays that come from all of the crazy levels we've concocted.
Now onto the rambling bits, you can stop reading here if you want, but I've got some reminiscing to do.
Flamboygen has been an incredible journey for me as a game designer, artist, musician and programmer. I learned a ton about what makes a game fun as well as what makes gameplay feel good, especially when presented with the limitation that is touch screen controls. Many people find onscreen controls to be a wash, something that will never be close to a controller. That may be true, but what I spent the first three months of development on was nothing but the game feel and the controls associated with it.
The project began as a small scene with a white cube and a few spheres on a grey floor with a gray wall and a slant up to said wall. Riveting shit. From there I just constantly pushed and pulled the digital analog stick to make the cube move and react in as close to 1:1 movement as possible. When I play my favorite series of games (Dark Souls / Bloodborne / Soon to be Nioh) I know for a fact that when I perish, I know it was because I fucked up. I ran off that ledge. I ran into that axe. I didn't raise my shield or dodge quick enough. Flamboygen is not even anywhere near the same level of experience as a SoulsBorne title, but I wanted that sense of control responsiveness to permeate throughout all of my games. I feel as though I succeeded. From the grabbing and throwing of objects to the dodge roll and stop on a dime virtual analog stick... If nothing is noteworthy about the game aside from the controls, I'm happy haha. That's all I'll say.
I set out to prove that gameplay on a mobile device can be as deep or shallow as you want, and depending on how you play Flamboygen, you'll encounter both experiences. And I love that.
Two slow long ass years of working retail and plucking away at Flamboygen. Two. Years. A lot can change in two years... But I'm proud of where it started and what it became. Realistically it is dangerously close to my original vision... Which almost never happens ever in any part of life. Ever. So that's super cool.
All I really want to say is thank you for your love and support... Whether through beta testing and sending me feedback, or purchasing the soundtrack and sending me some kind words. It's all been incredibly motivating and kept me coming back when I almost lost hope on the project. Without you all (are you really still reading this? I appreciate that too) I wouldn't have any reason to make this stuff. And this is just the beginning.
Thanks again... Seriously.