How Carpoon's Launch Went and New Goals



I recorded what I thought was going to be a quick devlog on what went well around Carpoon's launch and what I could improve on, along with a few of my next goals. 

The TLDR version is to spend more time on marketing, should have remembered or known about getting 10 Steam reviews for the discovery queue, and create more prototypes the next time around. This time around, I stuck with Carpoon because I liked it, and I had bounced off game projects in the past without finishing them.

Couple things I forgot to mention:

I lost about a week of update time after the August 14th update because Carpoon stopped compiling in GameMaker VM with a non-zero exit status error. It turned out the Steamworks extension had corrupted. Reinstalling didn't help and now I rename the extension "Steamworks_1" until I have to compile in YYC again and it's fine.

While I believe Carpoon was new and novel, it was still in the style of old couch co-op games. For the next one, I will evaluating what to do between a single-player game to give my friends a break, or trying to push multiplayer in some way like Lethal Company did. Maybe raising the bar isn't fully necessary but my own take on it would be fine.

If you ever want to play a round of Carpoon, feel free to reach out or join the Carpoon Crew Discord!

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