So it’s been a week since we launched Hashtag Dungeon so I thought i’d do a little post about how it’s gone so far and the problems we’ve encountered over the week.
Launch day was incredibly hectic for me and Kieran. We were finding and fixing bugs till about 11:00 that night. Unfortunately it was also the day that Sky Broadband in Lincolnshire decided to stop working – completely. Kieran had to upload the final build of the game at about 2:30 in the morning via is phone. I was up till 3:30am getting the itch.io store front set up properly.
Oh… and Kieran had to go and get the banner from the printers halfway through the day because they’d managed to mess up printing in twice and it was almost not ready for when we needed it…
London Anime Gaming Convention
This late launch would all have been fine if we didn’t have to be up at around 5-6am in order to get to London for the London Anime and Gaming Convention 2014… so there was absolutely no time for a lie in! Luckily we were in good spirits and managed to (with the aid of coffee) make it to London in time for set up. Many thanks to Tom, one of our most excellent musicians, for driving us down in the car.
LAC was very exciting for all of us! It was our first experience of running a booth at an actual convention. I’d like to thank Pia for helping us arrange getting a table for the convention – we couldn’t have done it without you!
You might be thinking, “Surely going to a convention the day after release might be a bad idea? Surely you won’t have access to your builds if there’s a problem with the version online?” – Yes, yes it was a bad idea. It was only a matter of time before my phone started going crazy with tweets from people who weren’t able to download the game. It turns out that because i’d included a ‘#’ in the uploaded file name people weren’t able to download it from the itch.io servers. Whoops…
Some Bad Stuff Happened
Whilst I was at the convention the booth opposite us (manned by Ubisoft and GAME) decided they were going to do a free giveaway. I was manning the booth alone because it was too expensive for the other guys to come back for a second day, so I was naturally a little on edge about looking after all the equipment around me. Crowds gathered to get free swag and the guys on the other booth decided that they’d throw out PHYSICAL COPIES of random games into the crowd. One of them landed on the Hashtag Dungeon table… people turned and piled towards me in order to grab the game, knocking our banner and almost pushing my laptops off the table onto the floor. I wasn’t happy at all.
Oh yeah and then I also got assaulted on the underground and had a bunch of other personal problems occurred over the week that left me feeling awful. I became pretty unproductive because I was really upset. I think karma was balancing itself out again because of the buzz I got from the launch! I’m okay now though – much more stable. Thanks to Louise, Alex, Richard, Byron and Christos for being there for me. I don’t often have particularly emotional weeks but occasionally everything becomes too much for my brain to compute.
We decided we’d go for a soft launch and not actively contact sites like Polygon yet because we want to make sure the servers are able to handle the load over time. We were worried that if we got a massive surge of people playing in the first week we might end up having problems we wouldn’t be able to deal with quickly. We wanted to avoid a situation like other online-based games have on launch.
Having a soft launch has been excellent because we’ve been able to deal with bug reports on a one-on-one basis. If we’d had loads more people playing we’d probably get spammed with the same bug report over and over again. It’s nice to have a small community at this point as we can talk to them all directly.
Kieran has been amazing at responding to and fixing bugs. He’s worked tirelessly every day fixing things and communicating with players who are having issues. He’s even finished the first version of the Hashtag Dungeon launcher that allows us to push updates out to our players quickly and easily. I want to thank him for being the best co-developer ever, he’s been amazing. He’s been really on the ball whilst I’ve been feeling pretty down.
I’m going to be at the Loading Bar on Monday showing the game off at a big event! Thanks to Failnaut for inviting me along to show the game off! I’m really excited for it – hopefully we’ll get some interest in the game and maybe sell a few more copies!
I’m also working on making the bosses in the game harder. One of the new bosses I’ve just added is The Infernal Soul Organ. Good luck trying to take him on… it’s not a boss that shows much mercy:
We also have a tutorial video coming soon with wonderful voice over work by my good friend Greg. I’m looking forward to hearing it! It should give non-players a better idea of how people make dungeons.
If you’ve not played the game and are interested then you can buy it from our website! The current build is Alpha 1.3.2 and once you’ve purchased the game you’ll get access to all updates afterwards for free! Supporting us now means that we’ll be able to continue to make the game bigger and better.