Other game studios with HTML5 games on Steam such as Greenheart Games have since switched to Unity (something we’re doing ourselves), which shows that this tech isn’t always the right choice. While this game’s existence demonstrates that it’s possible to use this approach, we found corralling the technology took valuable time away from development of the actual game. Based on feedback and Steam reviews, it’s also crashy and very slow on many computers. Using this technology felt a bit like patching together a Frankenstein’s monster each time we wanted to do a build. Since we come from web backgrounds (having worked at companies like Yahoo! and Raptr ), AWL was made using HTML5 - that is, its core language is JavaScript and native applications were created with a package called nwjs (details about this tech can be found on our podcast ). It’s probably not until deeper into the game that the bad parts reveal themselves. The core mechanics in AWL - moving, throwing weapons - are pretty solid, and since the whole game is built on that, most of it feels good. Nobody would have made positive video content about it, that’s for sure! We lucked out here on the promotional side, something we’re guessing is attributed to #2 ( Timing and Market Placement ), as almost all of these video content creators are serious Isaac players.Īll of the exposure in the world wouldn’t have helped AWL if its core gameplay wasn’t fun. Northernlion was also doing a series of AWL videos after the launch, which we’re sure was significant in driving sales on Steam. Prominent Twitch streamers like LethalFrag and CobaltStreak played our game in front of thousands of viewers. Additionally, dozens of fan comics were posted on our forum, showing a sign that we made something that captured people’s imaginations. It was Greenlit on Steam in about a month, and Kickstarted during the standard 30 days. Having a unique feature like this definitely helped the game stand out, which is something that we feel is nearly mandatory in today’s gaming climate.Īcross Steam Greenlight, Kickstarter, Twitch, and even YouTube, we were pleased with the response AWL received after its launches on both Humble and Steam. There are also secret quests that can only be completed using this death mechanic. When you die in AWL, you get to wander the world as a ghost, and monsters that were previously hidden in the background join the heat of battle. The Binding of Isaac: Rebirth was a long ways off and so AWL enjoyed a brief period of organic discovery.ĭuring the time our game was called Crypt Run, the tagline was “Death is just the beginning.” Sounds pretty cool doesn’t it? We could have done a better job delivering on that hook, but when a game does something other than end when you die, that’s interesting. But it had been a while since its release, and some players were hungry for something new. AWL was released at a time when Isaac was selling like hotcakes and being promoted heavily across Twitch and YouTube. Our theory is that these similarities, however unintentional, helped AWL attract more players. Both games have cartoony graphics, overhead projectile-based combat, and room-by-room exploration of dungeon maps. Although AWL was not inspired by Isaac, but instead shares the same roots ( The Legend of Zelda + Spelunky ), the similarities are undeniable. Usually when players of indie games find A Wizard’s Lizard, they are reminded of The Binding of Isaac, a mammoth hit of an indie game. With a forgettable name like Crypt Run (the original title), and without the main character Raga, we’re sure AWL would have disappeared into obscurity. These elements seem to have resonated with its audience, and has even led to a healthy dose of fan art across the web. Additionally, its main character Raga was designed to be super cute and attractive to the eye. The first public version launched January 22nd, 2014 on HumbleĪ Wizard’s Lizard: Immortal Edition (same game with new features and content) launched on Steam on June 16th, 2014, where it has sold over 20,000 copiesĪ Wizard’s Lizard is a name that I find inherently “sticky” because of its rhyming, repetitious nature, and unexpected element (“wizard” is an extremely common word in a game name, but “lizard” less so). It was developed by Lost Decade, comprised of two full-time programmers and artists, as well as composer Joshua Morse, and supported on the marketing side by Whippering A Wizard’s Lizard was initially created as Crypt Run and was partially funded by a crowd-funding campaign Jwhere it earned $9,013
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