Insanity's Blade Green Lit! Final Release Dec 1st on Steam

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Post » Fri Nov 28, 2014 8:02 pm

Insanity's Blade was at Hal-Con 2014, where Richard Black from Old School Games had set up an arcade machine for it :D

Here's some photos of Chris with the arcade machine and the guy who builds them (Richard):

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Chris playing IB :D
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Pre-convention setup
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Yay :D
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Anyway, Old School Games has a bunch of photos too at: http://oldschoolgames.ca/photo-gallery/
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Mon Dec 01, 2014 3:49 pm

Just found this. Looks really impressive. I should show this to a friend. He´s crazy about anything that even looks or plays like Castlevania.
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Post » Thu Dec 04, 2014 9:04 pm

The Steam page is ready! Actual release date is tomorrow (December 5th) :D

http://store.steampowered.com/app/334190

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Post » Fri Dec 05, 2014 5:19 am

Insanity's Blade is now released on Steam with Windows build V1.03! :D http://store.steampowered.com/app/334190/
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Post » Fri Dec 05, 2014 11:48 pm

I played the demo, it definitely takes me back to the old days playing classics. Well-done to your team!

All the best of luck.
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Post » Sat Dec 06, 2014 2:08 am

Congrats, the classic arcade cabinet is so awesome!
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Post » Sat Dec 06, 2014 4:44 am

Wow, that must have been incredible to see it running in a real arcade cabinet. Looks freaking amazing! :)

Hope you do well on Steam!
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Dec 06, 2014 4:53 am

@Silverforce @Billy Bleeks @TiAm Thanks for the support! :) We're really excited to see people enjoying the game and the arcade machine was indeed very awesome!
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Post » Sat Dec 06, 2014 9:52 am

WOW, your game is getting pirated. This must be a sign of success: game sells well enough so Insanity's Blade gets known and crackers notice. I was always afraid of this for my game and can only think of day-one patches then frequent updates as a remedy:

- Don't bother with copy-protection, except the obligatory ones, like Steam
- tire out crackers
- introduce "desperately important" new features in updates.
- So people, who pirated the game probably won't have patience to wait. Instead they go and purchase the game, because the latest crack with the "desperately important" new features are getting too late and as you post even newer changes people can't wait anymore and go to your store page.
- Maybe compile an EXE for each customer, embedding a "serial identifier" so you know, who uploaded their version to the net = gave the game to a cracker.
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Post » Sat Dec 06, 2014 10:53 am

@mercy
You don't need to be afraid your game gets pirated. It's not a new thing to be worried about and certainly should not factor in how you design your game to "remedy" it.

Never assume that piracy loses you $, but those pirates aren't types who would spend $ on games anyway. It's not lost earning, since they aren't your customers.

Make the best game you can for your real customers. :)
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