#7: 2015 - downward spiral year two!! i was so volatile this year it was such a mess. gotta give a shoutout to 90% of my current mutual cohort for following me in 2019.omelette route gang make some noise !! so kind of averaged out? the good shit was good but not as great as other years and the bad shit was awful but nowhere near as terrible as it could have been. so like there’s the fact that i was at the top of my uni game this year, was basically making the first steps into a professional writing career (covid i will never forgive you for killing all that dead </3), finally saved up enough to buy myself a gaming pc, and the summer after the homestuck epilogues, but equally 2019 was the start of the Pochapal Gender Fiasco which is by far the most horrible thing i am still currently undergoing and i burnt myself out mentally about halfway through the year (being stuck overnight in a hospital for a panic attack absolutely horrible horrible irredeemable) and then got like super death plague flu that i was sick with for three months (literally recovered less than a month before rona hit. The game experienced a lot of success early on in its development at gaming expositions, winning the 2017 IndieCade audience choice award and being the official selection of the Indie Mega Booth at Pax East 2018.#5: 2019 - kinda absolute middle of the road year not for lack of anything happening but because the overwhelming amount of good and bad things cancelled each other out. “A lot of our early success is measured there, where we had this product that wasn't released and not even full of advertising and marketing,” co-founder and 2012 game design and development graduate Will Jeffery said. “It was mostly grassroots but it was still gaining traction and building a community of players who really love the game, wanted to buy it, and that's what necessitated us creating Will Winn Games as we needed to find a legit avenue to get this game out there for people to play it.” #Plunder panic indiecade full# Will Winn Games partnered with MSU Innovations to help the game have a successful commercial launch. The CEO of the studio, Matt Rudd, is from Spartan Innovations and is working on the business side of things to increase the audience for the game and set it up to do well on the open market. Plunder Panic is an arcade-style game of 12 players that pits two pirate crews of six against each other trying to destroy the other team’s ship. The game is a blend of classic 90s style art and fast-paced action that is common in lots of games released recently. “It's a game that is kind of a blend of classic and modern games, where it's retro graphics that look like a Super Nintendo game and really simple controls,” Jeffery said. “So just running and jumping and picking things up, that's about it. So there's lots of players on the screen and lots of things happening and you're shouting and yelping to your team.” But it's this fast-paced, kind of frantic arcade action. Jeffery said that their goal during development was to be able to create a game that is simple to understand and begin playing for people of all ages but has enough of a skill gap that people can develop strategy and master the game as well. “And one of the greatest strengths I think of it is when we bring it to an expo, you'll have like a four-year-old playing, and maybe they're with their grandparents, and they're both enjoying it, and they both get it.” “What we're trying to make is something that has this low barrier of entry that young kids can play and older adults can play and maybe it'll remind adults of games that they used to play on the Nintendo or Super Nintendo but kids just see it as a fun thing that they could understand,” Jeffery said.
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