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Author Topic: Ozwomps Voyage - Playable Edition Info & development journal!  (Read 10136 times)
Nightdrift
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Great Posts PacmanFirst 1000 Members!Pocket Icelogist!OG! Joined 2021!
« Reply #15 on: December 16, 2021 @48.96 »

Grats on the release Melon! :ozwomp:

I had a chance to download and play the completed game; the additional story framing was very charming. It actually was pretty bittersweet to collect all the discs to leave the final level, I dawdled quite a bit there. That said, I know I certainly will be diving back into the game again, for sure. "Meditative" is a great descriptor for the whole experience. I don't know how you made the disc collecting effect, but that visual is probably one of my favorite details of the game, it's really dynamic and cool.

Now that the game is officially released, the press is curious to know: what did you find to be the most challenging part of development? And what was the most rewarding, or something interesting that you learned in the process of building the game?
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Ollie Olliverio
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« Reply #16 on: December 16, 2021 @352.26 »

♥♥♥ LUVIN IT LUVIN IT LUVIN IT! ♥♥♥
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Melooon
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« Reply #17 on: December 16, 2021 @866.19 »

Now that the game is officially released, the press is curious to know: what did you find to be the most challenging part of development? And what was the most rewarding, or something interesting that you learned in the process of building the game?

Ok so, the game itself was not too hard to put together, getting the environmental effects took a bit of fiddling. The hard part was the personal side, fighting with myself. For example having to make the call to cut the MoMG world when I knew it was one of the most popular from the demo videos, that was really difficult and I procrastinated on it for a week. The existential crisis of spending hours on something and not knowing if anyone would like it when it was done, that was hard too, you start questioning if it will ever be done and if your just wasting your time. Being an indie developer, you are on your own, there's no one else on the project to lean on for support day to day, that was the most challenging part.

What I learned was, just be brutal, make decisions, make cuts, leave out features you love, don't waste time deliberating. That said, also be paced, take breaks and don't rush; keep it steady. Letting go and admitting a loss and a limit is often the best and only way to progress, that's easy to say and really hard to do.

After all that though, the feeling of being done and completing it is great, I feel like a real game designer now :omg:k:
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« Reply #18 on: December 25, 2021 @128.78 »

Thanks for the insights Melon!

Being a solo developer really does sound like a daunting task; it's hard to really encapsulate the scale of work until you're actually in the trenches doing it all yourself. Even so, the sense of accomplishment must be fantastic. Cheers again, and looking forward to what your next ideas may bring.
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Melooon
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« Reply #19 on: February 04, 2022 @46.61 »

Sneeky (And very premature) foreshadowing!

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cinni
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« Reply #20 on: February 05, 2022 @2.01 »

Sneeky (And very premature) foreshadowing!



we must know more! :omg: :ozwomp: :ozwomp: :ozwomp:
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« Reply #21 on: February 27, 2022 @128.44 »

OMG !!! :cheesy: :cheesy: :cheesy:
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Melooon
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Emergency feel-good teaa silly heart 4 melon :)Ozwomp wants to know your locationHyperactive DonutGreat Posts PacmanOfficially Dog
« Reply #22 on: November 13, 2024 @114.86 »

:ozwomp: Ozwomp's Voyage - Android Edition :ozwomp:

Go on a short journey with ozwomp on your phone! This is a new and improved version of Ozwomp's Voyage for mobile that adds features not included in the original, along with updated level designs! Plus forum member cameo characters for those who submitted them  :grin:



Download: https://melonking.itch.io/ozwomps-voyage

In a few days I hope to add it to the Play Store (sadly it will not be going on the Play Store because they require 20 testers and I don't even know 20 people with android phones  :drat:)
« Last Edit: November 13, 2024 @661.31 by Melooon » Logged


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« Reply #23 on: November 13, 2024 @130.79 »

You should put it on Fdroid or on the net, i bet it would have a way better home there!
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candycanearter07
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Goomy, I Choose You!Suck At Something September - Did It!uh oh! a pigeon got in!Artsy Candy CaneJoined 2024!
« Reply #24 on: November 13, 2024 @217.15 »

It won't install on my android tablet.. do you know how to fix INSTALL_FAILED_NO_MATCHING_ABIS?

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Melooon
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« Reply #25 on: November 13, 2024 @619.32 »

INSTALL_FAILED_NO_MATCHING_ABIS?
It means that your tablet prob has an older 32bit only CPU; you can try this build with 32bit support ~ it would be useful to know if it runs; but I suspect if its an older device it might not be very playable :ziped:
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ThunderPerfectWitchcraft
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« Reply #26 on: November 13, 2024 @957.93 »

Congratz on releasing it :grin:.
Since I don't use a smartphone, I can't play it either - would have loved to go scouting for my Snowman ;).
« Last Edit: November 13, 2024 @959.93 by ThunderPerfectWitchcraft » Logged

candycanearter07
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Goomy, I Choose You!Suck At Something September - Did It!uh oh! a pigeon got in!Artsy Candy CaneJoined 2024!
« Reply #27 on: November 13, 2024 @977.81 »

It means that your tablet prob has an older 32bit only CPU; you can try this build with 32bit support ~ it would be useful to know if it runs; but I suspect if its an older device it might not be very playable :ziped:

Damn, now it's erroring with INSTALL_FAILED_OLDER_SDK. IG my old samsung galaxy tab 2 is too old to run it.. I'll look at maybe setting up an android emulator tho?
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Melooon
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« Reply #28 on: August 15, 2025 @714.95 »

New Mac Windows & Linux builds! (1.4)

I have updated this project with new builds of the latest 1.4 android version which backport all new features to the desktop - I also added a new native Linux build that seems to work well on my Mint system  :4u:
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