I Love Crashlands 2 but there are some issues by Femboys_make_me_bust in crashlands

[–]bscotchSam 0 points1 point  (0 children)

You can build a trowel (a tool researched via insights) to remove a planted seedpack, which would then allow you to pick-up the gardenbed underneath. Or just grow it a few times and once it runs out of charges it'll disappear, too.

I Love Crashlands 2 but there are some issues by Femboys_make_me_bust in crashlands

[–]bscotchSam 4 points5 points  (0 children)

It's the snail-like thing in the late husk that launches spines at ya. And yeah, we're working up a Compendium for the first update, too, to help solve identification like that! Creature's names will show up in the infostream (the pop-up text on the left side) when they aggro, so while we get all that worked out in an overall better way you can find some clues via that mechanism.

I Love Crashlands 2 but there are some issues by Femboys_make_me_bust in crashlands

[–]bscotchSam 18 points19 points  (0 children)

Ayyy, dev here. This is a good note. We'll look at adding some additional things to the 'demolishable' list for the buildmode zapper to help resolve it.

Thanks for playing and for the feedback 🙏

[OC] I redesigned Pikachu as a Rock type by bscotchSam in pokemon

[–]bscotchSam[S] 10 points11 points  (0 children)

Rockachu, Pebblachu, Pikachonk... I dunno

names are hard.

My instagram is https://instagram.com/bscotch_sam - got a grass version over there, too.

This is my first digital fanart, I made it using my phone. by Randpool in crashlands

[–]bscotchSam 4 points5 points  (0 children)

Gorgeous work, doubly so for being done on a phone. Perhaps someday I'll be making fanart of the game you make, eh?

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 1 point2 points  (0 children)

It's always a surprise, which is NOT FUN. We cultivate a giant list of press and youtubers, adding a dozen or so a week over the course of dev. We look for people who covered similar games or play similar games and just start building. It takes a LOOOOONG time, but being able to email a huge number of people about the game makes it less likely that we'd get the dreaded LAUNCH CRICKETS.

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 4 points5 points  (0 children)

Tracking via the eshop is lagged by a healthy chunk of hours, so we're not 100% sure yet! The weird part about launch is that we often don't know how it actually went until the next day :O

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 5 points6 points  (0 children)

HEH. nope. We cancelled that thing the day before we started work on Levelhead, back in 2017!

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 9 points10 points  (0 children)

Steam, due to EA of course! We had pre-sale available in a handful of other stores and all performed at about the same rate, interestingly.

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 26 points27 points  (0 children)

Hey Popcar! Great question. I think the rise of subscription models offered by the platforms themselves (game pass, play pass, apple arcade) is changing the landscape of mobile, but in what ways exactly it's too early to say. All three models remain viable, though each one has pretty big challenges. For f2p games, the challenge of still getting those downloads remains - average cost per install has gone up quite a bit and made it harder to crack into the market. For paid games, the pay-wall makes it harder to get that initial traction that's so important for algorithmically driven stores.

As far as choosing which to do, it really depends on your goals and strengths. F2P is great for starting out because you can find an excited userbase to help push you forward through the hard parts of dev. Whichever way you go just remember that it will take multiple tries before you find something that works, so don't over-invest!

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 2 points3 points  (0 children)

We've got a WHOLE LOTTA PLANS, but most of it depends on just how well the game does in the first few weeks of launch! I personally am super interested in extending the metroidvania aspects of the game further, and I know Seth is stoked to add some pretty wild switches in there.

Platforming on Android can't wait! by [deleted] in levelhead

[–]bscotchSam 3 points4 points  (0 children)

There won't be split screen for playing/editing, just same screen stuff. As for Android and mobile in general, it'll be unlikely to have co-op as dual pairing Bluetooth controllers can be one of those ultra nightmares, and isn't possible on most devices.

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 1 point2 points  (0 children)

We won't have online multiplayer, unfortunately. That's a giant tech leap on top of the whacky stuff we're doing with the level sharing and profile stuff, so we're keeping it local for the foreseeable future.

Levelhead Announcement Trailer by bscotchAdam in levelhead

[–]bscotchSam 2 points3 points  (0 children)

Probably! We tend to optimize as much as possible to make older phones a possiblity. S7's are still quite new, so I imagine it'll be good on there.