I have kinda been sucking on the development front recently. My goal was to make some mobile version of A Game of Numbers, but I haven’t made or really even started them. I don’t really know why, I’m just lacking the motivation to work on them. I think a big reason is that the resolution change will be a pain to work around and will require a decent amount of work to get all the levels working well. I’ve been pondering a Windows 8 Store version, as I have a developers licence for it, and it would be super easy to make and not require any resolutions changes. Who knows, maybe I’ll do it, maybe I won’t.
So in all the time that I’m not working on A Game of Numbers, I’ve been thinking a lot about what my next project will be. At first I was thinking about some kind of space based traversal RPG thing (Think something like FTL), but I think I’ve changed my mind and decided to go back to ‘Grab the Loot and Run’. If you aren’t familiar with the project, it was a somewhat casual roguelike that I worked on a while ago. The original project never really had a definitive plan and the design was always kinda nebulous. This time around I have really hammered out a lot of details about the design and how the game will work. I’m currently working a Design Document and I’m thinking that the game could be pretty fun. I think I would describe it as a mixture of Desktop Dungeons and Rogue Legacy, which is weird combination, but I definitely was inspired by various elements of both games.
I also would like to write a detailed and complete post-mortem with sales numbers for A Game of Numbers, but I just need to find some time to actually sit down and do it.