Title: Bagel Bash
Release: June 2017
Initial Development Time: 1 Week
Mobile Development Time: 1 Week
Post-Release Development Time: 2 Weeks
Development Status: Completed
Availability: Android™ Devices, PC
Tagline: Join Bagel on His Quest to Destory Jon's Consoles!
Release: June 2017
Initial Development Time: 1 Week
Mobile Development Time: 1 Week
Post-Release Development Time: 2 Weeks
Development Status: Completed
Availability: Android™ Devices, PC
Tagline: Join Bagel on His Quest to Destory Jon's Consoles!
ProtonJon is the first internetainer (or "Youtuber" if you prefer) that I remember watching and even to this day he's still funny. He had dedicated one of his streams to help raise money for his and Lucahjin's cat Bagel who had recently underwent surgery and while I didn't have money to give at the time, I thought to make a game instead!
Bagel Bash took quite a lot of work in the week development time to buff out any bugs and add a polish that was up to the standard I had already set with previous projects. Part of the challenge was of course keeping in my self set time restriction and working within it.
Since runners put a large focus on what the player is looking at, I had to make the art. It's not my forte at all, however I think the sprites turned out good enough to be really cute and expressive, despite a clunky running animation!
Bagel Bash took quite a lot of work in the week development time to buff out any bugs and add a polish that was up to the standard I had already set with previous projects. Part of the challenge was of course keeping in my self set time restriction and working within it.
Since runners put a large focus on what the player is looking at, I had to make the art. It's not my forte at all, however I think the sprites turned out good enough to be really cute and expressive, despite a clunky running animation!
After the game was completed for PC, I moved on to porting it to mobile. From that point onward everything was much more straightforward, but I slowed down production since the bulk of the work was done. Adapting the game to mobile was fairly simple as the game really only controls with one button, and making sure everything works well on mobile I've become fairly efficient at.
There was a good bit of feedback from the community that picked the game up, largely in part due to both ProtonJon and Luachjin helping promote the game which was a huge help! Immediate feedback was mostly about some readability issues with the GUI which I resolved in the first few updates of the game (including a hotfix almost immediately after release since I found out that lower resolution devices weren't scaling the game properly).
Though the GUI issues were a relatively easy fix, there were a couple of complaints regarding the games generation of obstacles which, prior to 1.0.41, was completely random. Within my own testing I didn't have a problem with the game since I felt that there were ways the game ended for me could've been avoided*. To ensure the game would be more predictable, the obstacles would generate in larger chunks rather than on a case-by-case basis so that each set and the areas between them would be possible to complete.
There was a good bit of feedback from the community that picked the game up, largely in part due to both ProtonJon and Luachjin helping promote the game which was a huge help! Immediate feedback was mostly about some readability issues with the GUI which I resolved in the first few updates of the game (including a hotfix almost immediately after release since I found out that lower resolution devices weren't scaling the game properly).
Though the GUI issues were a relatively easy fix, there were a couple of complaints regarding the games generation of obstacles which, prior to 1.0.41, was completely random. Within my own testing I didn't have a problem with the game since I felt that there were ways the game ended for me could've been avoided*. To ensure the game would be more predictable, the obstacles would generate in larger chunks rather than on a case-by-case basis so that each set and the areas between them would be possible to complete.
The 1.1.0 or SUPER BAGEL BASH update was a fun retro throwback that I made as a thank you for all of the people who play Bagel Bash. Fan game releases might become a staple of mine just because of how incredible the reaction is from the communities: super exciting but never too shy about giving feedback or asking for certain features and improvements. Besides, as I said I'm already a fan of Jon and after the initial release I realized there weren't nearly enough references to his older content (and I know how much he loves people constantly bringing them up) and quickly fixed that over handful of post release updates.
More likely than not SUPER BAGEL BASH will be the last major update for the game and will be in the same production limbo as Garbage Bird, waiting for some new spark of inspiration to incite another update!
More likely than not SUPER BAGEL BASH will be the last major update for the game and will be in the same production limbo as Garbage Bird, waiting for some new spark of inspiration to incite another update!
* Obviously this is not a great way to test–bad sample size, different mentality from an actual tester or casual play et cetera–but it was what I had to work with prior to release. I think one of the hardest parts about starting as an indie developer is not always being able to or not knowing how to receive appropriate feedback or how to test a game. Part of this problem is that new developers simply don't have an audience to test their games on and have to rely on friends, family, and even online communities for help and these will not always give constructive or critical feedback. So far the way I've been doing it has worked well but as my projects get more complicated and larger testing must be more thorough.
Last Update: 07/28/2017