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Thursday, November 20, 2014

Wrapping Up Unicorn Training


     Even a week after launch it's still not over. I severely underestimated the amount of testing needed for a game this complex. Bug fixes have been flying up all week at the drop of a hat as I hear about a bug from someone at least 3 times a day.

    Each time I think I'm finally done, but something else pops up as soon as I get ready to start my next project (the ever stacking amount of schoolwork doesn't help either). If something pops up I have o fix it because I don't want to leave a broken project behind. I want this game to have a long sales tail so it needs to be considered good in the long run.

     In terms of publishing experience, I finally have a concrete list of useful app stores to upload to. I also made a set of screenshot resolution templates for all of them. The artwork this time around was pretty good, so the next project should be a hit in that department. It's playtesting that needs to be kicked up a notch the next time I make an RPG.

     I also need to design a new control scheme, which brings me to my next project. I'm trying to make a small game within 4 weeks that uses a grid-based movement system that should feel much more solid than Unicorn Training's wonky collision boxes and movement.

    If I finally clear out the last of the game's bugs I can get started on that.

Get the (hopefully) bug-free Unicorn Training on Google Play!

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