We’ve managed to fix (almost) all the bugs reported by our beta-testers, we’ve polished the levels (considerably changing some of them) and thoroughly tested every aspect of the game that we could possibly imagine. As I mentioned in one of previous posts on this blog, How To Die has grown beyond our boldest expectations, so you should be prepared for long hours of quality gameplay.
Over the course of last week or two, we’ve spent a lot of time gathering contact email addresses of gaming websites and we plan to launch a full blown (zero-budget) marketing campaign on Monday or so. Reviewers, tremble in fear of our spamming squad constantly littering your mailbox with promotional materials! Let’s players, prepare yourselves for tons of comments under your videos! And you, dear reader! We have a task for you. If you like our game, you can join our spamming efforts and share How To Die with your friends on social media or just recommend it to them, write to your game-reviewing colleagues (if you have any) or simply give the game a high rating on its Google Play page. We really appreciate any help from our users, as our internet ranger powers are strictly limited.
We can’t wait to here some opinions of the first players and we’re very impatient to hear from you. You can contact us from inside the game, by clicking the right icon in the main menu, or simply share your thoughts with us at email@example.com. The production process of HTD has been a great pleasure for us and we hope that you’ll get at least as much pleasure from playing it. After all, we’re here to entertain you.
While hoping for a great success of How To Die, we have to move on and start thinking about the next Blue Djinns Games production. Will it be a bloody pit fighting multiplayer, finger-breaking arcade tap-the-screen-as-fast-as-you-can challenge or a brain-wrecking puzzler? The time will show (time and our financial results, to be honest). We’ll also start a technological Kickstarter-funded project that will result in the most useful holiday gadget that you can imagine (you’ll here some more about it when we’ll have a working prototype).
OK, that’s a lot more text than I wanted to produce initially. So I’ll end here and once again direct you to the Google Play page.