I always knew that self publishing a game is hard work and there is a reason why publishers exist and developers want to work with them. I used to look at indie developers who decided to self-publish with a bit of an awe. Like every person on earth driven by ego I thought that it will be different with Tap it Games. Obviously I was wrong.

 

I was not aware about the amount of work needed to even begin communication with the outside world until Mateusz, our marketing manager, joined Tap It Games. Having some solid experience with previous companies, Mateusz gave us a very detailed view on what we would need to prepare for launching Star Swapper. We had built our website from scratch (as the last version got lost in the abyss). We needed to establish our social media accounts & had to create a lot of marketing content for Steam, website and Star Swapper promotion. It includes the obvious: banners, trailer, teasers, screenshots, art for Steam.

At the same time we were polishing the game and learned that even though it looks and plays very nice, there are still a lot of bugs that needed addressing.

The thing is, when you work on something you tend to get ‘fixed’ in it after a while. Even though Star Swapper was in development for only a few months, me and Daniel already grew a bit tired of it. We decided to bring someone from outside the team to test the game.

As indies, we had reached out to our friends and family, gave them codes to download the game before its launched and began testing it on our own.

There were many bugs along the way.

I have got to say that I really admire people who work on games in 3D as even with such a simple 2D game like ours we still managed to invoke bugs we couldn’t imagine earlier. Our buddies who gave the game some time outside the studio also managed to astonish us with the bugs they witnessed.

If you ever thought that a simple 2D game would be an easy one to test for bugs and errors, think again.

I would like to salute all you folks working in QA departments. Your work is invaluable. 🙂

In the end, the game comes out and there will still be bugs and challenges. This is what game development is about. Fidgeting with a piece of chaos we create on our own trying to force it to behave in a certain way. But it’s still chaos.

Even though the game’s control should allow to easily port it to mobile devices, bringing Star Swapper to mobiles is an endeavor we are still considering. It’s not enough to just throw a game at a market. The trick it to adjust it so it meets specific needs of new users and particular features of the platform. This would make a great tale in the future.

For now, enjoy the game on our PC’s /Mac’s and let us know what you think about it.

Cheers,

Daniel

Rebirth

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I always knew that self publishing a game is hard work and there is a reason why publishers exist and developers want to work with them. I used to look at indie developers who decided to self-publish with a bit of an awe. Like every person on earth driven...
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