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Monthly Archives : May 2015

GLTCH Devblog: Week 17

This month we scored two rounds of playtesting for the price of free! We were invited along to the AIE Incubator playtesting session, where those in the incubator program were eagerly seeking both praise and criticism for their works-in-progress. It was exciting to see (and break) what some of our contemporaries are working on (looking…

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GLTCH Devblog: Week 16

We’re paving the way for one of the last big features of GLTCH through the redesign of the game over screen sequence. With a redesigned sector progress bar, there are now some titillating placeholder elements where all the new unlockable glitch content will soon be going! The inclusion of homing experience particles that explode out…

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GLTCH Devblog: Week 15

Another Beer and Pixels, yet another round of fantastic feedback. This month’s event might be the last before GLTCH reaches its public release, so an extra special thanks goes out to all the players who shaped our to-do list of tweaks and gameplay improvements. For the third month in a row, we’ve begun to notice…

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GLTCH Devblog: Week 14

We’ve collected our notes and rough pencil sketches into a giant list of over 30 new glitches and events to be unlocked over your GLTCH career. With our new strategy being built around progressing through the sectors (read: levelling up), we needed to boost the amount of cool things you can unlock every level. Thus…

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GLTCH Devblog: Week 13

After several design discussions over the abstract concept of actually earning a living from GLTCH, we’ve shifted our monetization strategy from a freemium model (splitting the game into free and paid content, releasing both simultaneously on the Play Store) to an opt-in incentivized advertising model, similar to that of Crossy Road fame. With almost a…

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The Bravodog Arcade

Last month, we helped build a joystick-powered physical arcade machine. Working alongside Leafcutter on behalf of the veterinary company Bravecto, we were tasked with developing a game that could help drive engagement on the exhibition floor. We got to move out of our home office temporarily to work in-house with Leafcutter. This meant that we were…

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