Zombie Cannon Attack!, now with added buttons!
As well as the technical behind the scenes stuff, I've also made a few changes to gameplay to adapt the mechanics better to desktop play. Mainly that's meant adding keyboard controls, but as there will be a paid version I've also removed all trace of ads or premium currency from the full game and reworked a few things to balance those changes. I've also added another layer of achievements for the full version only, and these will be in the next Android update too.
|Rampage through Brainsville on your Windows PC, soon(ish)|
There's life in the old game yet.
I'll do a full postmortem on Zombie Cannon Attack! once the post-release dust has settled (which obviously won't happen til I actually stop releasing on new platforms). At the moment I'm a long way short of where I'd need to be to make a full-time living at gamedev, although this game has done much better than my last game did (both in critical and commercial terms) and I've learnt a huge amount in the course of developing and releasing it.
August was a really busy month, as you'd expect from a release month. However that isn't really reflected in my hours worked. School holidays and family commitments have taken up a lot of time (not that I'm complaining, family comes first) so when I've had the time to work I've had to cram it in. Twitter continues to grow steadily, I've been a lot stricter with who I follow back to try and cut down on timeline clutter and it doesn't really seem to have made a difference to the growth of my followers. This blog had a really good month and was up almost 50% on the previous month, helped by me tweeting a lot more as I promoted Zombie Cannon Attack!'s various releases. Readership has now more than trebled in the last 6 months which is always nice to see. A big thanks to you for reading today and helping to add to that.
Twitter 1539 (+164)
August blog views 731
Blog views/day: 23.6 (July was 15.9)
Hours worked 119.5 (3.9 per day) (July was 3.5/day)