Hello everyone, been a while huh? My name's Matt; founder of Head Tilt Games! Where have we been? As you can imagine, things have been hectic leading up to the release and we've had to pull some strings here and there.
In this update6
Full notes
Full Millions of Minions: An Underground Adventure update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone, been a while huh? My name's Matt; founder of Head Tilt Games!
What changed
0 fixes2 additions2 changes1 removal
Gameplay
Events
addedWhere have we been?As you can imagine, things have been hectic leading up to the release and we've had to pull some strings here and there. Our new marketing campaign doesn't really cater to development blogs like this one but we'd like to change that! These strange times haven't affected Millions of Minions development luckily due to the nature of our remote work. In fact, our productivity has been on the rise!
changedNEW DemoIt'd be stupid not to start with one of the biggest events that has happened this past couple of months. Our goal when we released our first demo was initially to only release one version. However, through experience, we learnt that is NOT the way you should do things. Instead, we decided to release a final, press-release-suitable version towards the end of development. The version we just released is one of the final versions we will be releasing prior to release.
addedMarketing CampaignOnto the marketing campaign! Me and Ectho (lead artist) have recently made the decision to devote ourselves to promoting our works a bit more thoroughly. This includes weekly uploads on our YouTube, and twice-weekly posts on Twitter and Instagram. Whilst Twitter and Instagram are more sneak peek and development related, our YouTube channel is for the general audience. Our new campaign also includes getting one content creator to play our game, per week. We've been lucky enough to get in contact with people like Bandsmen Games and THE ULTIMATE DESTROYER .
changedMerchant SystemSomething that has been suggested from people's reactions, has been to change secret rooms. Previously, secret rooms were super hard to spot -- especially when hurt; and they were pretty... dull.
removedMerchant SystemIt's with this that we have begun prototyping a merchant system! The entrance that was present for the secret room has now been removed. Finally, there is only one maximum merchant per dungeon.
Millions of Minions: An Underground Adventure changes
addedAs you can imagine, things have been hectic leading up to the release and we've had to pull some strings here and there. Our new marketing campaign doesn't really cater to development blogs like this one but we'd like to change that! These strange times haven't affected Millions of Minions development luckily due to the nature of our remote work. In fact, our productivity has been on the rise!
changedIt'd be stupid not to start with one of the biggest events that has happened this past couple of months. Our goal when we released our first demo was initially to only release one version. However, through experience, we learnt that is NOT the way you should do things. Instead, we decided to release a final, press-release-suitable version towards the end of development. The version we just released is one of the final versions we will be releasing prior to release.
addedOnto the marketing campaign! Me and Ectho (lead artist) have recently made the decision to devote ourselves to promoting our works a bit more thoroughly. This includes weekly uploads on our YouTube, and twice-weekly posts on Twitter and Instagram. Whilst Twitter and Instagram are more sneak peek and development related, our YouTube channel is for the general audience. Our new campaign also includes getting one content creator to play our game, per week. We've been lucky enough to get in contact with people like Bandsmen Games and THE ULTIMATE DESTROYER .
changedSomething that has been suggested from people's reactions, has been to change secret rooms. Previously, secret rooms were super hard to spot -- especially when hurt; and they were pretty... dull.
removedIt's with this that we have begun prototyping a merchant system! The entrance that was present for the secret room has now been removed. Finally, there is only one maximum merchant per dungeon.
Where have we been?
As you can imagine, things have been hectic leading up to the release and we've had to pull some strings here and there. Our new marketing campaign doesn't really cater to development blogs like this one but we'd like to change that! These strange times haven't affected Millions of Minions development luckily due to the nature of our remote work. In fact, our productivity has been on the rise!
"Millions of Minions Weekly?"
To make up to our absence, we will be doing weekly development blogs on here from now until our completion of the project which we hope will be a very short time after release. In these, you will see some sneak peeks, announcements to awesome things to come, and what we've been up to.
NEW Demo
It'd be stupid not to start with one of the biggest events that has happened this past couple of months. Our goal when we released our first demo was initially to only release one version. However, through experience, we learnt that is NOT the way you should do things. Instead, we decided to release a final, press-release-suitable version towards the end of development. The version we just released is one of the final versions we will be releasing prior to release.
Marketing Campaign
Onto the marketing campaign! Me and Ectho (lead artist) have recently made the decision to devote ourselves to promoting our works a bit more thoroughly. This includes weekly uploads on our YouTube, and twice-weekly posts on Twitter and Instagram. Whilst Twitter and Instagram are more sneak peek and development related, our YouTube channel is for the general audience. Our new campaign also includes getting one content creator to play our game, per week. We've been lucky enough to get in contact with people like Bandsmen Games and THE ULTIMATE DESTROYER.
Merchant System
Something that has been suggested from people's reactions, has been to change secret rooms. Previously, secret rooms were super hard to spot -- especially when hurt; and they were pretty... dull.
It's with this that we have begun prototyping a merchant system! The entrance that was present for the secret room has now been removed. Finally, there is only one maximum merchant per dungeon.
Final Words
Before heading off, I want to quickly ask you to spread the word of the game wherever you can. We are hoping to release late next month but we would appreciate your help to be as successful as possible.