Another 2 weeks progress report. This time about final touches to New Tap Order 2 before release. Also a little bit of “what went right and what went wrong” with production process and final release.
What went right and what went wrong:
- We finished the game!
- New Tap Order 2 got covered by some sites and youtubers:
- Devil Cube – [GAME REVIEW] New Tap Order 2 – Android
- Mobilendex – New Tap Order 2 Review Under A Minute
- skillgaming – New Tap Order 2 – Official Promo Trailer [PRESS KIT 03.11.2016]
- andro-games – New Tap Order 2 (by Aliasing Games) for Android – gameplay.
- iDroidek – New games for Android – New Tap Order 2 (Unreleased) – Android/iOS Gameplay
- PlayRawNow – New Tap Order 2 – Android gameplay PlayRawNow
- GamePlayTV – New Tap Order 2 – Android gameplay GamePlayTV
- Pryszard Android Gaming – New Tap Order 2 / Android Gameplay HD
- We got kicked by all of these reviews and scheduled updates and new ideas to improve.
- We’ve finally got our production pipeline in somewhat right tracks. We can make next games much faster.
- Jira + Bitbucket + Slack + Hangouts work wonders for us.
- We could sent more polished version to influencers and delay release to provide better experience.
- We all have faced burn out phase at the end hence the lower motivation and work hours.
- We should have started promoting earlier and way better.
- We should have had a written down marketing action plan. There are so much things to do around release. Small, but important, tasks can get lost.
- Giving that we don’t have much graphics “power” in team we should aim for less visual games to ship games faster.
- bug fixing
- blur on first layer of background to tone it down a little bit
- vibration levels in options
- new “Level up” animation
- second-hand on pause clock
- last game height, 50% height record, height record markers
- new how to steer rocket in tutorial animations
- tweaked spawning schedule of collectibles
- new points system
- tweaked game-over table
- official release v1.0.38 – that’s 38 builds to release version 1.0 in the Google Play Store
53:13 hours of continuous work-time tracked with Toggl, compared to 37:42 from last week.
43:41 hours of continuous work-time tracked with Toggl, compared to 53:13 from last week.
— Aliasing Games (@AliasingGames) 12 listopada 2016
Until next time!
Aliasing Games Team