SAGE Post-Mortem
Safe to say SAGE was a resounding success. I’ve said this before, but I was not expecting the reaction I got to the game, nor was I expecting a fun little group to form around it. While I didn’t get that many downloads (just over 100), that’s honestly fine. What matters is I made a surprisingly great game—half a game anyway.
It appears since the level design is really that good, I don’t need to go back and make changes. That being said, there’s a few little spots I’d like to tweak here and there, and make it more obvious that Uncle Swordsman’s walkie talkies are in fact hint boxes that you can jump into. That I can fix with a trail of yorbs (the rainbow orb things) leading up to one, since it seemed people tried to grab as many of them as they could.
I have heard a common criticism that the game could use a run button, though it seems like it’s not been a dealbreaker at least. I’m hesitant to change the walk speed or anything due to the game already being half done, so that’ll probably be a next game thing. I’m happy I was able to adjust the bosses right before SAGE too, though personally I think Mega Klaw’s fight is the weakest thing in the game and I’d like to redo it to give the big blue dude the best fight he deserves. At least it’s not cheap though, it’s tolerable. But I can do better!
Now for my plans post SAGE:
For the game itself, Insane World (world 4) is my main focus right now. I’d like to also squeeze in the unlockable characters like the Anti Freaks next demo too. Your save file will carry over between demos, so if you met the unlock criteria for them and begin the next demo, you’ll unlock them immediately.
I’d also like to be a bit better about promoting the game on Twitter and maybe other places. Ironically I made a dev only Twitter, but I feel like it would be best for the game and myself if I meme a little bit harder online. Thanks to my job working with kids, I’ve found that I have a goofy charisma (yes really) that I really should be exploiting more.
SAGE has also given me a chance to return to streaming, something I haven’t done since 2020. Work got really busy back then but now I have a bit more time to do so. I would like to do dev streams so you can see my level design process and even weigh on it if need be. I believe that open dialogue between player and developer when done right is what makes a game good.
That’s all for now. To everyone who played Super Freaks 1 Ultimate Edition, thanks a whole bunch. #superfreakssweep ONE FREAKBILLION DOLLARS TRUE CULTURAL RESET
Get Super Freaks 1 Ultimate Edition 3.0
Super Freaks 1 Ultimate Edition 3.0
It's super! It's freaky! It's the ultimate co-op platformer experience!
Status | Released |
Authors | SuperFreaksDev, philRaco Indie, defnotreal_ |
Genre | Platformer |
Tags | 2D, Cartoon, Co-op, four-player, GameMaker, Multiplayer, stupid, three-player, Two Player, weird |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls |
More posts
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- 3.0 LAUNCH84 days ago
- 3.0 is almost here (+ SAGE plans)92 days ago
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- Uncle Swordsman Story First Look (3.0)Dec 23, 2023
- 2.0 IS HERE!!!!Dec 08, 2023
- Villain Story Mode (Coming Soon!)Nov 12, 2023
- v1.1.2 - Finally the Mod Page + Freakloader FixesOct 31, 2023
- 1.1.1 (MOD.IO PAGE LIVE)Oct 14, 2023
- v1.1: Custom Characters with FreakloaderOct 12, 2023
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