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Concept Destruction – A quick dev update

As you can see, I’m terrible at keeping this blog updated. I usually post much more often to my Twitter, so if you are interested you can follow me there.

Anyway, my new game Concept Destruction is now almost done!! ALMOST!! Development is going well and pretty much all features are already in there, working as expected. :D

Lately I’ve been working on making the game fully configurable. I provide default values that I believe work great but it’s you, the player, who will be able to configure all kind of things to better fit the game to your liking. You don’t like how fast the battery depletes? No problem, you can adjust that. You don’t like how quick your car gets destroyed? No problem, you can adjust that too. Or the number of rivals. Or how long each event lasts, or…you get the idea ;)

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I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference

— The Road Not Taken, by Robert Frost

Gone indie!

Today is the day! After 11 years, I just quit my job to work full time on my videogames!

I’ve been dreaming about this day for a long time, and now that it’s here I still can’t believe it! I’m super excited, and a little scared too…

You may be wondering how I’m going to survive. Obviously I need to eat, pay bills & enjoy life beyond gamedev.

There will be 3 sources for my monetary needs:
1) Residual income from my previous games Twin Robots & Twin Robots: Ultimate Edition (pls buy! :D )
2) Freelancing.
3) Savings.

Besides these, there are other factors that weighed in, without which I wouldn’t dare to do this:

1) My wife has a steady job.
2) I have no kids.
3) I have no mortgage (I do pay rent though, which where I live – Barcelona – is sky rocketing right now)
4) I have access to a public healthcare system.

I’m not saying you shouldn’t do this if you have kids, or if you happen to have a different life situation. I’m just saying that in my case, those factors helped making the decision easier. I know for a fact that I’d be having a hard time trying to convince myself otherwise.

Of course, I’m well aware that shit happens, so despite all the careful planning who knows where I’ll be a month from now.

All in all: do follow your dreams, but be prepared in case anything (or everything) doesn’t work out as you expected. Don’t put anyone at risk or end up trapped with no escape plan.

The journey begins!

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Twin Robots on Xbox One!

Twin Robots is now available on Xbox One! As with the Switch, this is Twin Robots – Ultimate Edition, meaning that there’s more & better content than ever!

This is the list of changes vs the normal (non-UE) version of the game:

• 12 new levels, making a total of 40 levels in the game.
• New exclusive music tracks by Levi Bond
• Improved physics!
• Some puzzles have been tuned & reworked
• New camera system
• Secret bonus zones
• Improved graphics, including new full 3D backgrounds and better overall performance.
• Reworked achievement system, removing grinding achievements.

You can get it right now on the store.

Thanks again to my great friends at Ratalaika Games for making this possible! You rock :)

Twin Robots no longer for sale on PC

Hi.

It’s with great sorrow that I have decided to stop selling Twin Robots on PC, due to the new GDPR law that goes into effect May 25, 2018. Don’t take me wrong, I love how this new law gives power back to the people about its own data, but adapting Twin Robots to this new regulation would require:

  1. Removing gameplay analytics: These are stats about where players die, how long they stay on each level, etc.
  2. Removing Unity Hardware analytics: These registered hardware info so the Unity team could gather insight about where to optimize their engine, for example. The thing is, the free version of the Unity engine does not allow to disable this data gathering. You have to subscribe on their $35/month plan to be able to do that… with a minimum 12 month stay.
  3. Removing online leaderboards: I used my own server for this, and since it registered your username along your score, it could potentially be considered personal data under the new GDPR law. Specially when considering that the default username when submitting a score is your Steam username, which uniquely identifies you.
  4. Removing Steam integration: when playing from inside the Steam client, the game sends & receives personal data like your Steam username, so that’s probably a no-no under the GDPR too.

If I don’t remove all this, I’d have to provide a means for the player (you) to access, revoke or modify any of this data.

After that, I’d have to build, test & upload all 3 versions (Win, Mac, Linux).

I was going to do it, I even purchased the Unity subscription plan, but honestly… it’s not worth it. It doesn’t make any financial sense, the game has been for sale since 2015 and it sold pretty bad. So I can’t keep pouring time & energy on it. :cry:

I’m a single developer with a normal day job, so I prefer to put my scarce resources (time, effort, money) towards building a new game where all these requirements will be met from the start.

Thanks for reading, and sorry if this causes you any trouble. If that’s so, please let me know and we’ll talk about it, I can probably help.

Oh btw, for existing players: the game should continue working as usual, though the leaderboards won’t work anymore so you’ll see a “Loading…” message in there that never clears (the leaderboards on my server have been removed). Sorry for that inconvenience.

Have a nice day,
Pablo

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Twin Robots – 4 years of stats

Back in January 2015, I wrote a post called “Twin Robots – 1 year of stats”.

I recently received an email asking for up-to-date stats, so I thought “why not?”. It was the perfect excuse to write something on this blog again :)

This is going to be much shorter than the other post though, since current analytics data is very skewed and incorrect. Why is that? Well…

  • Console versions are completely isolated, so I don’t gather any gameplay data from those.
  • The Android version was removed from stores some time ago.
  • Ouya died.

You see, platforms come and go, but the robots will always prevail :D

Also, GDPR is almost here and I’m planning to update the game to remove all this analytics gathering anyway.

So, what can I still talk about? Well.. REVENUE! Yes, I’m sure that’s what you came for so you won’t be dissappointed… or… maybe you will, because I can’t talk specifics. You see, to publish on Steam or consoles, you have to sign an NDA which prevents all kind of info to leak out. Unfortunately, that includes sales numbers. :(

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Twin Robots on Switch!

Twin Robots is now available on Nintendo Switch! It arrives as Twin Robots – Ultimate Edition, meaning that there’s more & better content than ever!

This is the list of changes vs the previous versions of the game:

• 12 new levels, making a total of 40 levels in the game.
• New exclusive music tracks by Levi Bond
• Improved physics!
• Some puzzles have been tuned & reworked
• New camera system
• Secret bonus zones
• Improved graphics, including new full 3D backgrounds and better overall performance.
• Reworked achievement system, removing grinding achievements.

You can get it right now on the NA & EU eShop.

Thanks again to my great friends at Ratalaika Games for making this possible! You rock :)

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Twin Robots on PS4 & PSVita!

Twin Robots is now available on PS4 & PSVita!
You can get it right now on the NA Store, and October 10th on the EU store.
Oh, and worth mentioning: it’s crossbuy! :D

For this release, I’ve partnered again with Ratalaika Games. They’ve been an awesome travel companion and took care of everything, so I can definitely recommend them if you’re interested in getting your game published on console!

Have fun! :)

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Twin Robots on WiiU!

Great news! Twin Robots will be available on WiiU eShop starting June 16. That’s… tomorrow! :D
It will be available on both the american & european stores. Check it out!

For this console release, I’ve partnered with Ratalaika Games. They’ve been an awesome travel companion and took care of everything, so I can definitely recommend them if you’re interested in getting your game published on console.

Have fun! :)