What's next for Project Crimson?

Project Crimson

Project Crimson is a 2D action-arcade clicker where your movement is restricted to a straight line in front of you. Use objects to manipulate your movement and, with some luck and good timing, fly through 75 levels of fun and satisfying challenges. No advertisements, no microtransactions.

Greetings! First of all, I want to say thank you to everyone who has played, downloaded, or even just added the game to their library. It means a ton to me to see so many people enjoying it, and I want to thank everyone who's reached out with congratulatory remarks - it means a lot more than you know. Just as an update on how the game is doing overall, we're *very* close to having the game in 1000 people's libraries. While that sounds small, I was expecting a lot, lot less. This game had 0 marketing, no budget, and is, itself, very niche. I wasnt sure if we would walk away from launch week with 50, so, needless to say, I'm really pleased with the game's performance so far. Now, if you've read the welcome message that you see when you boot the game for the first time, you'll know that I'm planning to add an endless mode into the game, and I wanted to talk about that for a minute. As you may have noticed, this game totally seems like it belongs on mobile. Like, it's a great game to just take out from your pocket and play a few levels. When I started Project Crimson, I was only planning to put it on PC, but over time I realized how much better it could be on mobile. Therefore, I really want to get this game on mobile. That process itself shouldn't take too much time, but I also realized that a move to mobile opened up the possibility for one "big" update. I also saw the types of games that succeeded on mobile, and while I'd agree that Project Crimson's style melds well, it is far too short to stay on somebody's device for more than a few days. What does a successful game on mobile look like? Well, one that comes to mind is Flappy Bird - and the obsession everyone had with getting a high score. And then I thought about how something like that might apply to Project Crimson, and I truthfully think my game and that style is a match made in heaven. Of course, it doesn't make sense for me to put that mode on mobile and not PC, so anything mobile gets will be added here too. I don't want to get into the specifics of the mode just yet, but the game's already launched with some of the procedural generation code (and mobile port code), so it's already well underway and you should expect some news soonish. When will this all come out? Well, this time around I'd prefer to pay more attention to marketing the game for mobile. I'm also about to start school and that has notoriously halted my progress on this project. With all that being said, expect the big update in late fall. However, there are some small things that I think I can address pretty quickly. For example, I want to make bounce mechanics a little better - some of you may have noticed how weird it can be when you hit an opposite corner on a bouncer. I also want to address some minor UI stuff and some leftover bugs that happen rarely. Additionally, I'm working out some in-engine issues with the company behind the engine to hopefully get the game ported to Mac relatively soon, and I'd like this small update to coincide with that if possible. Tentatively expect this within the next two weeks. I'll also probably be adding some additional free sprites periodically over the coming months. Probably... ;) That's all for now. Thank's again for playing, and you'll hear from me hopefully soon! P.S. If you haven't already, you can follow me on Twitter [url=https://twitter.com/Destin715]here[/url].