Author Topic: Red Wizard Island  (Read 113248 times)

Offline spacefractal

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Re: Red Wizard Island
« Reply #420 on: 2018-Nov-23 »
they accepted trailiers and screenshots in 16:10, but they do noticed they wanted 16:9, but nothing that doesnt get your game released with that.
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Offline r0ber7

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Re: Red Wizard Island
« Reply #421 on: 2018-Dec-02 »
I have started an Adwords campaign. I think Adwords is pretty good, but maybe Facebook ads would work better. Do any of you have any experience with various forms of advertising?  How have you approached this?

Offline MrPlow

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Re: Red Wizard Island
« Reply #422 on: 2018-Dec-03 »
I used Google Ads but mainly for my mobile games.

Facebook is better because you can target your audience - but it's more pricey.
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Offline r0ber7

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Re: Red Wizard Island
« Reply #423 on: 2018-Dec-21 »
Google ads got me 1 subscriber to my newsletter. That's not a lot, so I paused the campaign. Think I'm better off doing this on my own for now, or paying someone a little bit to do it for me. In other news:

Quote from: Steam
Your app build is in the review queue. This review typically takes 2-3 days, but please allow up to 5 business days in cases feedback needs to be addressed. No further action is required until the review is complete. You may still upload updated builds at any time.

Submitted for review on Dec 21, 2018

 =D

This build has six finished levels. Still working on the rest, but it's a nice start!

Offline r0ber7

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Re: Red Wizard Island
« Reply #424 on: 2019-Jan-23 »
A few more levels added, and...

You can now find the first Early Access release of Red Wizard Island on Steam. https://store.steampowered.com/app/792390/Red_Wizard_Island/?beta=0

 :booze:

Offline r0ber7

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Re: Red Wizard Island
« Reply #425 on: 2019-Jul-29 »
Open up all levels at the beginning of the game, or choose for a linear progression model instead?

I was thinking maybe I will give the player the choice to pick from all the levels, except the endboss. Once all levels are completed, they would get to the final level.

Even though the story is linear, it is not primary to the game. You could still choose to do the levels as intended. Alternatively, I could open up two levels at a time, so if a player cannot finish one level they could still progress.

What would you do?

Offline r0ber7

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Re: Red Wizard Island
« Reply #426 on: 2020-Jan-26 »
« Last Edit: 2020-Jan-26 by r0ber7 »

Offline erico

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Re: Red Wizard Island
« Reply #427 on: 2020-Jan-26 »
Nice! Body stretching looks cool too.

Offline bigsofty

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Re: Red Wizard Island
« Reply #428 on: 2020-Jan-26 »
Testing endboss



https://www.redwizardisland.com

Looks great!   :good:

Possibly add some hissing sound FX?
Cheers,

Ian.

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Offline MrPlow

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Re: Red Wizard Island
« Reply #429 on: 2020-Jan-26 »
Looks super!
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Offline SnooPI

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Re: Red Wizard Island
« Reply #430 on: 2020-Jan-31 »
Very professional work. Well done  :good:

Offline mentalthink

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Re: Red Wizard Island
« Reply #431 on: 2020-May-15 »
HI r0ber, just I purchase yesterday your game, very very nice . Thanks for advise me. I don't play too much yet, but I like a lot remind me a lot to 8 bit Era.

Offline bigsofty

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Re: Red Wizard Island
« Reply #432 on: 2020-May-16 »
Congrats on the release, I would wish you luck but you don't need it, its a great game it will sell well!  :booze:
Cheers,

Ian.

“It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration.”
(E. W. Dijkstra)

Offline r0ber7

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Re: Red Wizard Island
« Reply #433 on: 2020-May-16 »
A gif of the trailer I made for the full release:



I now consider this game finished. I will perhaps tweak levels and fix bugs later, but other than that I'm on to other projects.

Here is the trailer on Youtube: https://www.youtube.com/watch?v=MJBBjV8M4nU

Cheers.   =D

Offline dreamerman

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Re: Red Wizard Island
« Reply #434 on: 2020-May-17 »
Good luck with the release! :-)
Some thoughts to consider, as it's better to do this on release, later it's just harder to attract some users. Features must to have for this game: controller/gamepad support if it's not present and Steam Cloud for saves (easy to do, just specify what files need to be copied in Steamworks) - as those features aren't listed on game store page. If Your game doesn't have many text based buttons/ui also multi-language support could be good option, and at last also Steam Achievements would fit it nicely.
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