
Hi all! Hope everyone is doing well!
Today I thought would be a good time to post an update about TEALERLAND's development progress.
I think I'm going to try to spread these out so it's not overwhelming, maybe two per month or something. Guess we'll see!
Working on this has been fantastic so far. I've been working pretty much non-stop since the game was announced, and I've been adding & polishing a lot of things.
A few of my friends have been able to play a bit of the game, and their reception of it so far has been pretty amazing!
Of course they found some interesting bugs here and there, but that is what testing is for, right? Pretty much all of them reported so far I have been able to fix pretty easily!
Currently I'm trying to find a good balance of difficulty with the AI and timing of some events. Don't want the game to be overly difficult, but I obviously still want people to have a challenge playing it.
It's difficult to get a good balance with that, especially with a game like this, but I'm going to make sure I find it.


I've been getting a lot of people asking me when the game will come out, and really the best answer I have for that is hopefully sometime near the end of 2020 - early 2021.
I don't want to set an exact date because I want to really take my time with this game and not rush it towards a deadline that I set myself.
Once it's nearing to the stage of having final builds, then of course I'll announce a date. (I also plan for there to be a launch trailer!) But until then, I can only give a vague time-frame so I don't overwork myself or rush the game.
A little demo I could maybe set a time-frame in advance though. Not going to say anything for certain yet, but I feel as if we're coming kind of close to having a playable short demo. All that's really left for that is refining what we have, and working on & wrapping up the AI's for the rest of Tealer's friends.
I'll put 'short' in some extra emphasis, though. Believe me, I want to have a ton of stuff in the demo - but I really want to save a lot of it as surprises for the full game.
If we were to make a public demo, it'd of course have the 'ladder' sequence & the main night gameplay shown in the trailer (with perhaps some slightly randomized AI levels for the demo night?). But I feel showing the game's cutscenes or anything of the sort in the demo is something I probably won't do. Time will tell, I guess!
Also, one last note -
I'd like to also welcome our new members to the team - Our new composer, @NotAlexFalkenberg and our new VA @drKINGF0X. Their work for the game so far have been really great!
I hope everyone enjoyed reading this update! I have some really cool stuff going on behind the scenes in this game, and I've been really appreciating the massive support I've been getting so far - it means a ton to me.
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