This is huge news for me, realizing a dream that I’ve had in some form or another since I was a young gamer.
For anyone who didn’t know, Skelattack began life as a practice project in 2015, used to teach myself how to program in GameMaker. One thing led to thousands of things, and I just kept adding onto my original idea. To see it get to this point is extraordinary.
Working on the game alone is a daunting task, and not a task to be taken lightly. I had to get organized, and fast. Projects much smaller than this have been suffocated by their own weight when there was little to no organization. I’ve been a victim of it myself in the past. You know how it goes, starting projects with no clear vision of what you even want it to look like when you're done!
After meeting and signing with Ukuza, a flame was put under me (in a good way). For the first time I was forced to think about an actual timeline for remaining development, rather than just saying to myself “umm sometime in 2017 I guess”. Without a publisher, I could probably (definitely) keep delaying my own release while I got lost in the dungeon. Thankfully, now I have a roadmap and more passion than ever to get this game out and in the hands of as many people as possible. See you around!