Yep, a delay.
So, almost everything I promised for the demo is nearly finished, and then some. But what's the catch? Well, there are two main points I want to address.
Point A: I'm not working on Neon Rain full-time, and for the most part, I'm a one-man show. So when major bugs or issues arise, it sucks up every ounce of my little free time (I try to work on it at least 20 hours a week, but sometimes life happens). A major setback has put me behind by at least a month. However, I've managed to squash major performance pain points, so it hasn't been entirely fruitless, leading to Point B.
So, I want the demo to be better. It needs to be better because I want to open a Ko-fi page for people who want to directly support the development of the game. There are areas that I found lacking that I want to flesh out more, and I want to address the current pain points and suggestions from my volunteered playtesters. I could have easily just shipped this thing out after building the second boss and roughly playtesting it, calling it a day. But that isn't me, and it doesn't feel right to do so.
I don't want to end on a sour note, so I've compiled a list of what needs to be done to show that it won't be a long delay (I don't have a specific date in mind, but expect an announcement two weeks in advance):
So, what did I learn? Well, not to announce any release dates until the content is ready, which is the approach I'll be taking for the next one. Thank you for your time and patience.
Gerp loves you.
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