LinkedIn: Outgunned Games
I have done numerous prototypes and “almost done” projects during the years, but only managed to release one title, Project AW (2001). The unpredictability of life made me drift away from games and I ended up making a career in business software instead. I never really saw games as a viable source of income and it had become just too time-consuming for me to keep as a hobby.
Unfortunately Giga Girl was far from being profitable, but the sales did cover all the expenses and some. Delighted that I had made any money at all, I invested the income in software licences and started prototyping my next project. After a couple of fast fails, I ended up with this idea of a little shooting star that bounces off planets. The idea quickly evolved into a design for a family-friendly casual mobile game.
After a full year in development, Little Comet was released for PC/Mac in December 2018 and for iOS/Android in early 2019. Little Comet received good reception in the beginning, but it wasn’t enough to make it profitable. The project scope got out of hand and the revenue model just didn’t work on Android. I obviously had to make something smaller to have any hope of a profitable business in the future.
My first prototype for game 3 was a traffic themed puzzler, but I quickly realized it was not the simple game I was supposed to make, so I dropped it and started over. The new idea was as simple as it gets: a digital paddle ball game. Now, half an year later, Bungee Spider is ready for launch.