Well, it’s finally that stage of the project. Dominique Pamplemousse is now an actual playable game from beginning to end. All the scenes are in, all the puppets are doing what they’re supposed to, and all the music sounds great. In other words, the game is now that much closer to release! Huzzah!
There is, of course, a bunch to do still before I can finally put this game up on the internet and let people buy it in droves. Namely:
- Testing! Soon, hopefully in the next week or so, I’m going to release beta builds for Windows, Mac, and iPad. The latter is going to prove to be the trickiest, but with the help of such nifty apps as TestFlight, maybe it won’t be terrible. We shall see.
- Distribution! Pamplemousse is definitely going to be available for sale directly from me and on Apple’s App Store. Where else would you all like to see it? Steam? Desura? Android marketplace? By all means, do let me know!
- Marketing! And publicity! The Indiegogo campaign was part one, and now part two is soon going to have to begin in earnest. To be honest, this is the part that’s the most scary and draining for an introvert like me, but just like the Indiegogo campaign, it’s something I’m glad I’m learning to do.
- And of course, getting all the Indiegogo contributor goodies ready and sent off to all you wonderful people! I know you’ve been waiting patiently.
So, yeah. Lots to do still, and it’s a little nervewracking to take this thing I’ve spent all this time building myself and start showing it to other people. But I’m really, really proud of the game so far, and I’m quite excited that it’s nearly done. It’s going to be amazing.