Post mortem on Meganoid 2017
Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the [..] read more
Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the [..] read more
A little less than a week to go, and this game goes live on all platforms (“all” as in: iOS, Android, Windows, Mac and Linux). So [..] read more
Releasing games often leaves room for experimentation. So I decided to check out the “Early Access” version of Google Play, and release Meganoid into it. Basically [..] read more
Can you smell it? It’s the smell of a game release nearing. It feels so long since I released my last game, but in fact it [..] read more
This is just a little teaser of the trailer I’ve been making this week. The full trailer is a little over a minute, and I’ll put it [..] read more
I’ve been hard at work on polishing the gameplay. There are now proper level-templates used for every world, so there is a real sense of progress [..] read more
Let’s not get into a fight: I’m not here to say what exactly a rogue-like is or isn’t.. but some elements of “rogue likes” should [..] read more
So another week with all my time put into the Meganoid reboot (still thinking about the name.. Meganoid reboot.. Meganoid 2017.. not sure yet). Right [..] read more
Surprise! and not just for you, also for me! Creating a new game in the Meganoid universe has been an itch for a while now. I [..] read more