Human: Fall Flat blog update #1
9th Sep, 2016
Hello, and welcome to the first in a series of blogs which will hopefully keep you informed as to what’s happening behind the scenes with Human: Fall Flat.
First of all, can I thank each and every one of you for your support so far. Human: Fall Flat was a completely solo project – from visuals, music, level design, puzzles – everything was created by me. Developing games can be a lonely business at the best of times, but when you’re solely responsible for everything… well, it can be a tough challenge.
Of course, when the game is released and you see so many people playing and enjoying it – well that’s the greatest reward. I’m still surprised by how some of you are solving puzzles and having fun. It continues to bring a smile to my face.
The launch itself was really exciting. I’d basically locked myself in a room for two weeks beforehand, working long hours in order to finish the game ahead of release. On the day itself, I travelled to my summer house here in Lithuania where my friends and family were already holding a launch party. The game launched at 8:00pm Lithuanian time – everyone cheered when we saw the game up there in the main capsule. It was so exciting watching the numbers tick up – we celebrated a thousand sales pretty quickly. I went to bed buzzing.
The prototype had enjoyed some success on itch.io – but you never know how a game will do. I used to enjoy architecting business software, but after spending a year with Human Fall Flat I finally found my true passion. Thankfully, it looks like Human: Fall Flat has done well enough to sustain me in games – it’s a really exciting time.
For the first week or so I spent virtually all my time reading reviews – from both players and press – and watching videos. I was eager to get feedback from a much wider audience. It was great to see people really enjoying the game – I didn’t make the game for myself so it has been brilliant seeing how people solve the puzzles in ways I never could have predicted.
That said, when you’re making games, no matter what you do – there are things that you miss, things you only start seeing when a bigger audience starts playing.
With Human: Fall Flat, there were initial issues with some of the gadgets in the later levels. Additionally, there were checkpoints missing. It was really humiliating seeing people get stuck and trying to work around – missing half the level. We’ve fixed these issues now – but it was tough to watch some people getting frustrated.
Once we’d tweaked the game here and there, I started looking into ways of how to address some of the most requested features.
People have been clamouring for more content and Steam Workshop integration in order to be able to create their own levels. After a couple of weeks researching the best way to go about it, I’ve actually now got it up and running. So I’m 100 per cent confident we will be introducing Workshop support soon – and then I’m really looking forward to seeing what the community creates. If the desire is there, I’m happy to open up the game even further. Look out for more news, soon.
I’m now beginning to think about new levels for the console versions – which, of course, will also be integrated into the PC build. I hope to share some thoughts with you next time.
TomasWorkshop ALPHA is live! »