Apart from the massive jet lag after GDC we are still being constantly sick, which is starting to get annoying. I haven’t counted my productive hours in March as it would be too depressing to know.
February was a little bit crazy – we were sick most of the time while trying to finish the Flood Escape game before my travel to San Francisco for GDC. It didn’t work.
Monthly report for January is here, although way later than it should be – check out what happened during that month.
I’ve teamed up with the BLUR folks to help them find HTML5 game developers eager to try the new messaging app that is also a platform to promote indie games.
The year 2016 is already over, so let’s see how it went. Was it bad? Better than 2015? Good? See for yourself.
As you can imagine in December I wasn’t too active because of the inevitable Christmas time – I mostly focused on answering emails to not be swamped by them too much.
In my Gamasutra article I hate Wizard Quest I’ve mentioned I’ll bury the source code of this game someplace deep and forget about it for at least an eternity, but the feedback was so positive I decided to update it a bit after the release. Plus there was some security issues I had to take care of.
I was able to start something I wanted to do for the past couple of years already – Gamedev.js workshops, so November can definitely be considered a good month.
I’ve spent most of October writing blog posts documenting September activities (be sure to check September’s Report), and mostly just catching up on emails and projects.
September was a busy month, even more busy than August – you can tell by looking at how many posts were published between those two reports: exactly six.