Posts Tagged ‘beta’

Measuring Fun

Written by jan. Posted in Development

Dropoff rates are fairly stable until about 3/4 through the demo.

Dropoff rates are fairly stable until about 3/4 through the demo.

 

When you make a game, you want people to enjoy it. But how do you know if they do? Most of your friends will tell you it’s great, even if they got stuck on level 2 and decided to go do something more fun, like cleaning the oven.

Another problem is that of numbers. If you don’t have hundreds of friends, and the ones you do have are busy sanitizing their kitchen appliances, you’re not going to get enough data to base decisions on. In other words, you need a lot of people who are actually playing your game, and some way of figuring out what parts they’re enjoying, and what parts they’d rather do without.

Play the beta version!

Written by admin. Posted in Development

Together Alone: Love in Limbo is now in open beta! That means you get to see everything we’ve been working on for the past half year, and try out some of the new features (although most of the new puzzle elements aren’t in the beta yet – gotta keep some surprises :-).

Play now!

Notes:

  • The game currently loads a little slow, so please be patient. We’re working on improving this.
  • This beta version is Flash-only; sorry if you can’t play it on your device. We do plan on getting a playable HTML5 version again soon, and are considering what platforms to target natively.
  • The beta records some information about how you play. This really helps us finetune the game, so thanks for participating! Of course, no personal information is recorded.
  • We’d love to hear what you think of the game! You can comment on this post, contact us on Twitter of Facebook, or e-mail us. We’ll think of a nice way to say thank you to everyone who helped us out!

Hard to port!

Written by jan. Posted in Development

It’s been quiet around here… too quiet. I have a bad feeling about this…

Wait, don’t! We’ve just been really busy working on the game. Just to give you a quick update: Gijs has finished the improved animations, spiced up the buttons and drawn some lovely portraits for Marley, our new canine cast member.

Meanwhile, I’m porting the game code from Javascript to Haxe. This will allow us to build several versions of the game: Javascript or Flash for running in the browser, and native code for downloadable and (hopefully) mobile versions. The title of this post notwithstanding, porting to Haxe has actually been a very positive experience. Combined with NME (which reimplements the Flash API) it’s a great way to build multiplatform games.

When the port is done, you will be able to see the fruits of our labours as we enter the beta phase. Watch this space!