This is an exciting time for me. I have reached the final 10% of Near Earth Objects’ development cycle, and as my largest game project thus far; not to mention, my first game with a price tag; it represents a milestone for me as a developer.
The bizarre thing is, I can’t wait for The Struggle™ of promoting and pushing this title and attempting to expand its reach as far as is humanly possible on a budget of next-to-nothing (as that is what I’m playing with here). I’m pretty hyped about the prospect of having this thing, a product, that I can promote and avail to as large an audience as it deserves.
And it does deserve an audience. It’s considerably more than a simple clone of Asteroids-style games as there’s quite a bit going on ‘under the hood’, engineered to make it a challenging and engaging experience for anyone who likes shooting shapes in space.
- ‘Normal’ mode is an arcade-style romp through 126 hand-crafted waves of deliberately-paced challenge.
- ‘Endless’ mode is for those who want a shorter and more intense session, one ship versus as many enemies as they can defeat before they are destroyed.
- Accessibility options including toggles for screen shake, flashing animations, blur effects and music playback.
- Extra modes: ‘YOLO’ and ‘Sadistic’ methods of play, hidden at the start.
- Original soundtrack: ten groovy ’90s-style electronic dance tunes to keep the pace.
All goes well (and I’m factoring some holiday time here, as we’re off to see my partner’s mother next week) I should be ready for an October release. I’m excited and hyped for this…
…and nervous. But mostly excited and hyped. 😉