Well here we are, 1 day before launch… I think it might actually launch this time. I have had a game breaking bug to do with path-finding for about 2 years now and it only just got fixed yesterday so that’s good. Of course that shows the importance of having a working game then build upon it, rather than everything coming together at the end. It has also meant i cant show off my game at all without some smooth edits, yet it is still noticeable in the trailer.

Of course its normal to think your game is not good enough, i certainly think that, but after a 3 month project turns into a 3 year project i think you have just got to put it out there. I would defiantly love to add some more variety: more perks, enemies, weapons, etc, but at that rate it would take me another year and i already hate the site of Dead Spawn’s home screen.

I’m expecting the worst to prepare for the inevitable downfall of Dead Spawn, of course at least i hope to make a profit (not factoring in my wage because then were in trouble). Here is my rough expenditure, i will finalise this after release:

Art: 570
QA: 150
Music: 140
Marketing: 500
Other: 130

Total: ?1490AUD

I think marketing was defiantly a mistake and 500 dollars down the drain. I think the title is too small for big news outlets to write about it. I was lucky enough to get my sound fx and music for free from a new studio, although i previously spent some money on music.

Overall i just want people to enjoy the game and feel they got their moneys worth. I think 5 dollars is fair based on resources, time, effort and most importantly play time.

I actually never mentioned that Dead Spawn has a Steam page so here it is: https://store.steampowered.com/app/721990/Dead_Spawn/ 

I will be writing a post mortem about a week after launch, so that should have a lot more in it (good or bad).