We were always hard at work, and it drained us quite a lot – especially during holidays. Game dev is demanding, especially indie game dev. Thanks to this luck, our failures didn't cost us our heads, and we are still here. Today, we see ourselves at the start line, naive dreamers who, on the one hand, had some skill, willing to learn and adapt, and on the other hand, had a lot of luck above all. Our game was even played at the North Pole! Mateusz Mandat, our friend stationed at the tip of the world, sent this unique photo to us.Īlthough the journey was often hard and tricky, we always treated all the slip-ups and failures with introspection, even though sometimes we had no control over the situation. The way we got to know each other is pretty curious and I tend to mention it in every interview about the studio. You could call the founding of the studio itself a success, which would not have been possible without our investors, today close friends, Richard and Oto, who never doubted the abilities of the team. "The Age of Vaporum", as I like to call it, was a time filled with hardship and trials, but also of some success. We know all too well it sounds like cliche, but those of you who have had direct contact with us know that we actually do take your feedback into account. Whether it's a praise-talk or an earful, be sure to give it to us on any of our social channels or e-mail. We are thankful for any feedback you give us on Vaporum: Lockdown, be it the desktop or the Switch version. We were able to improve the performance significantly, which allowed us to get more high-end effects & visuals into the port for those eye-candy treats. (Well, one member still prefers playing on PC, but he's a “PC protomolecule”, so that doesn't really count.) The game is a breeze to play on Switch now, and we all enjoy it even more than on PC, which is a big claim for us “PC dinosaurs”. Apart from the obvious font size increase, there are plenty of quality-of-life improvements in the port, most notably a heavily streamlined control scheme. We had full control over every aspect of the port the whole time and were able to pack in more quality than before (when previously using a 3rd party to do the job). When designing levels for Vaporum: Lockdown, we built upon what we had learned in Vaporum, using the best parts and avoiding the mistakes. We had to overcome heaps of issues in the obstacle-ridden publishing process of Nintendo, but it paid off! Lockdown also released on Switch [on March 22, 2021, and we are happy to say that the port has turned out well! Our decision to port the game ourselves proved to be correct. We have learned a lot in making both games, and apart from being able to make ends meet doing what you love, the experience itself is the most valuable thing we have gained. Matej and I, trying to come up with cool RPG mechanics.īoth games are a labor of love and so we really appreciate any kind of feedback - be it praise or constructive critique. We are very humbled and thankful for all that! We have received a great response in the form of forum feedback, reviews, and also direct personal correspondence. Much like the first Vaporum, Lockdown is also enjoying positive reception in the community. Vaporum: Lockdown, released on Septemon Steam, GOG [and Humble [(Windows, Mac, Linux), is the second game of our small indie studio.
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