
Hello everyone!
In less than 12 hours, It's Chopping Time! is going to releases! A huge thanks to everyone who's reading this final countdown message, and an even bigger thanks to everyone who played the demo, and a humongous thanks for those of you who wishlisted the game already! And if you didn't, you're welcome in as I don't plan to set any ceiling limits!
The main game mode:
→ hover to reveal the playtime spoiler: is about 5-6hours. (But you might get below 3-4 hours depending on the way you play the game).
→ 6 forces of nature to master, starting with the slowest and weakest ones, being the sunbeams & tornadoes, and ending with the strongest ones being the hail, lightning strikes, earthquakes and tidal waves!
→ more than 300 upgrades in the skill tree, with a shape of... well you're going to get a star at the top if you get my drift!
Then there is 10 secondary game modes, to make the game even more challenging and diversified gameplay-wise. If you play them once each and that's it, it should be about 40minutes to 1hour.
Also there is leaderboards along with every game modes, to challenge you to be the best in the world, or among your friends only if you prefer: and this allows you to technically play without any time limit. Some of them are quite addictive, and you could easily spend an half afternoon on them only.
About the price, for the 2 first weeks of releases, from July 17 to July 31 (discount taken into account):
→ $4.97 or 4.97€ for the base game It's Chopping Time!
→ $2.99 or 2.99€ for the cosmetic DLC Gold Edition, to turn your game into shiny solid gold!
Then there is a lot of bundles to make your wallet life even easier:
→ $6.92 or 6.92€ for buying together the base game + cosmetic DLC Gold Edition.
→ $8.96 or 8.96€ for buying together the base game + cosmetic DLC Gold Edition + my two first games. (all my games basically for $9 or 9€).
→ and I've also set up a dozen bundles with similar great games with a classic common bonus discount of 10%, so don't hesitate to check them all out, as you might find other wonderful games you didn't knew about and could enjoy as well!
There is a lot going on, but I'm also open to a lot of doors and windows already so I might change my plans in the near future depending on how well the game is received, and how many people loves it and wants some more.
For example, I'd love to :
→ add controller/gamepad support one day, like I did with my previous games, even though I suppose it's not easy at all to move around the island with a joystick neither it is in a skill tree generally speaking, or less fun than with a mouse though, but still.
→ add the game on mobile, and/or on consoles. But that is a sentence of a few words, but can take a few weeks to handle. At least, so if a lot of people ask for it, I might jump into this right away!
→ add more game modes if players have great ideas that would make the gameplay be even more fun or challenging. Along with new leaderboards of course! (but no new achievements, as I don't want people with a 100% to be forced to come back to earn their 100% again. Achievements is a religion, of which I'm a worshiper too, so I don't want to bring any frustration for the achievements hunters out there).
→ make a sequel to the game, but with a way bigger scale, still in a gorgeous isometric visual style, as it is by far my favorite. I have a lot of ideas, but I see things big, so we'll have to wait n see how things unfolds!
For now, I plan to keep an eye on the game and listen to as many feedback as I can get my hands on, and fix any issue that might occur right away. Then take a bit of time to rest, as I work around 10 hours a day, 6 days a week, since 8 months without having taken much time to rest overall. A few days or weeks off of course, but I feel a good 2 week break could recharge my thunderstrikes batteries full, and make my next tidal wave be even more humongous! Then, I have so many many ideas for the next project, but as always, life goes fast, really fast, and if I choose to commit to one single idea among the 100 I have right now, it's then a 4-6months commitment at least to make it come to live. So I need to choose carefully. Both a game that people wants, as well as a game I want, with appealing visual & gameplay, some challenge and leaderboards to widen the gameplay; and always some good accessibility features to make the life of everyone even better. And not too big, so that I can keep improving and learning without taking a too long project. My final goals as an indie dev would be to make games as big and sexy as for example Zelda Minish Cap, Darkest Dungeon, Age of Empire 3, a solo condensed version of a Boom Beach-like, Terraria, Shovel Knight, Hotline Miami... Damn there is so much desires. I could do them all right now, I think I have the knowledge for that, but some might take too long, like a 2 years commitment. So I may have to wait a bit more before I can jump into making one of these beauty. I prefer making 2-3 tinier games, than one big. For now. But when the time is right, I'm already dying to make one of these.
Happy chopping time!
Alexandre :)