Launched A Game

There were days when I seriously doubted this would ever happen. There was that week 4 years ago at GDC where I felt like an impostor because I just legally created Missile Circus Studios LLC and Bacons On A Boat barely worked on my phone. There were times I would spend hours crafting a post for Twitter or Instagram, and the post would only reach 40 people.

For different reasons over the years I continued to work Bacons On A Boat and I have learned that launching a mobile game is not easy as it seems. Looking back on things, the easy part is initially designing the game. The harder parts are all the little technical decisions such as: choosing a game engine, how to test the game, will the game support tablets, and which versions of a mobile operating system to support. That’s not even the getting into the marketing side of things, where you need to stay on top of the latest changes to social media platform’s algorithms.

There are some generally helpful things I learned like breaking down a task to the smallest actionable item, then figuring out what part of the task you don’t know how to do. Also track your time so you can estimate the amount of effort it takes to create a new feature or update a part of the game. I feel like I spent at least a year working on things that aren’t in my game at this point. Finally, don’t hide your game from the world. If people aren’t going to be excited about a game they don’t know about it.

Anthony Jones