About zakchaos (twitter: @@ZakChaos)
Ludum Dare 27
Ludum Dare 24
It’s been a little over a year now since i’ve been making video games. Though, in one way or another, I’ve been makin em far back as I remember.(I can still remember some of the rule sets I had for my legos, and chess modifications. )
Last October, I read about the october challenge, and though not ready for it yet, I pored through all of the resources available to me sayin, one day, one day. that day came several months later, after I decided to work on a game for a month straight, and to put it
on a market shortly after. the result was a touch based android game where you kept your finger on the screen, dodging blades and collecting coins. I had a good 10 levels, and spent some time polishing it the best my beginner gimp skills allowed. I began by submitting it to the google play store, thinking i’d put it up for free, then if people liked it I could simply raise the price higher, I later learned that wasn’t the case, and learned a lesson there. “You cannot raise the price of a item on the google play store, only lower it.” But I didn’t stop there, I submitted to all the market places I could find, “amazon, opera,slide.me, and several others.” most of the markets, I learned, don’t give you the greatest exposure. It was then i read something about samsung’s 100% indie program and began the process of submitting with them.
I began my communication with 100% indie’s customer support, and they were very responsive and helpful with getting my game published. However, I was used to submitting my game and having it show up instantly in the market place, The submission process took a week,I got my app back rejected, with a report telling me that it wouldnt be supported by a list of tablets, I almost quit, but I didn’t. I loaded up the website to resubmit, and only submitted it for the devices it would support. I waited another week, I got my app back, rejected. this time the message was that the game was broken due to the fact that when a finger was removed from the screen the level quit. I almost quit, and shelved the game. But I didn’t. Due to this being a gameplay mechanic explained in the opening screen, I sent them an email explaining the confusion, and yanno what? A coupla days later, my app was approved, and copies were (by my standards) “Flying off the shelf.”
I felt a feeling of success nothing in life had made me feel, though I didn’t quit my job quite yet,(that would come later.)
I felt like this could be something I wanted to do full time, though over the course of several months, sales plummeted
leaving my grand total around $40 …$40!!! I had set out to make one dollar, and I smashed the goal. But all too quickly,
It wasn’t enough.
The months rolled on, and eventually tensions mounted at my employer, I found myself quickly unemployed. No problem I thought to myself I can fund my family making games, (Can I?). several little jam games later(1 took 3rd place and won me 25$!), october rolled around, and I thought to myself, ok. Time to do something serious and commercial. Working with a little prototype I developed, I started putting together “Super Pixel Ball” A cross between Marble Madness, and 2d platformers, with slippery marble controls, you make your way thru levels while avoiding obstacles. I’ve got ten levels done so far, and as with my previous release I’m releasing it free/pay as you want. the plan is to keep it that way thru development, then when it’s finished I suppose I’ll survey the players to get a good price point. The first day I announced it I got a couple preorders, So I can say my october challenge this year has been completed, but that would be lazy, So I made 40$ on my first october challenge, I hope 100$ isn’t too high
of a bar to set, only time will tell!
I’m amazed how much I’ve learned in such a short time, and will continue to keep pressing on with my delusions of grandeur of being a full time self sufficient independent games developer. I’d like to share with you just a couple of imb portant things I’ve learned in the last year on being profitable.
1: Don’t Give up! : No matter how many times i’ve felt like it in the last year this insatiable addiction to keep churning out games is unstoppable,It only stands to reason that if at any one of those times I had quit making games, then i would not be 70$ richer as I am today.
2:Ask for money. You will never make any money as a game developer if you don’t sell your games right? There are a great number of markets out there, go out there and submit!
3:Talk to people. There are SO many opportunities you can find by just gettin out of your head and talking to other like minded gamedev folks, also good friends are worth > $$!
I’ve been trying to make games commercially for goin on 5 months now, and more than anything in the world, I’d like a
paying job as a game developer, sometimes I ask myself, “Do I have a snowballs chance in hell?” . Well as most people tell me,
I probably don’t, but i’ll be damned if I ever stop tryin.
Thats bout all I got for now, please post any other tips for becoming a lucrative game developer in the comments
Dont get Cut! Free on Google Play:
Don’t Get Cut! 1$ on samsung app store:
Super Pixel Ball Free(web Version) on gamejolt.com:
Super Pixel Ball Pay as you want :
got this game done just at the deadline, and overlooked a very simple error that caused me to stress for the last 5 hours lol, figured it out, and have the game submitted! enjoy, and I look forward to checking out everyones games!
*Wanted to use gamepad, but unfortunately my usb gamepad wouldn;t work with chrome
Thanks for another excellent inspirational competition, the last 4 hours have been a blast, and I know theres lots more to come.
All controls work, mouse, touch or arrow keys.
Click the above image to check it out, runs on Web&Mobile
Devlog is As Follows,
6:00, Evolution Huh, Awesome!
6-7, dinner, think eat, take care of kids,
730: sit down and work/research
745: started on amoeba Sprite
8:00 basic movement, animation
8:30 Wrote this,
8:38 got back to work,
9:00,bubbles effects finished, working on touch controls.
9:30,touch controls finished,
10:00, dropping globs added, with animation,
10:20 posted demo and this devlog to ludumdare
Not off to a Bad Start if i do say so myself,
Hit me up on twitter, i’m really interested in checkin out your creations!
The Adventures of a bored platformer character as he makes an exciting discovery.
Spent most of my sunday hammerin it out, definately one of the fullest games contentwise i’ve finished in a JAM.
I had a blast making it, and hope you enjoy playing it.
Arrow Keys move, Up Jumps.
Thanks again Olav for the awesome dare minild!
As every Jam i’ve done, and often heard said: I didn’t get to finish it as much as I had wanted, but I learned alot.
Spent 6-8 hours over the course of two days, puttin things here and there, had a blast with designing something as simple as possible, with self imposed dares.
I DARED to :
-Compose a simple platformer where you only run and jump
-Use a very minmal pallete of 4-5 colors.
-used only 2 different platform objects.
-implement a secret cheat code. (“SREBMUN”)
-disregard deadlines, and make the game a day late, and
release it two days late.
-Collaborate with good friend @KhyleDean
-Use Music I didn’t make myself for a change.
Had a Blast with it, and learned lots of new stuff, and more importantly, got an idea of what I need to learn, and what I want to learn.
Thanks again for runnin the comp,and thanks for all the people participating,
always lookin to the next one.
Dunno if i missed a deadline or somethin, (Was there one?)
Finished my goofy little tower experiment into something playable.
spent about 4-5 hours with construct 2 which i had never used before, and made this:
Play The Tower of Annoyingness’s
So it began, As an added challenge I decided to use a program i’d never used before, learning construct2 has been very simple, and i’ve had no problem adapting their tutorial into the concept i have, so far.
I have the very beginnings down, but am getting tired, Heres how it looks so far:
Thanks for putting on this mini jam, ive had a blast building, learning and socializing!