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Pulse Shift released

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Pulse Shift is first person puzzle platformer. Game contains 50 levels in 7 different
theme styles. Each of the chapters brings some new game objects, new
ability and new music. Each level has one hidden bonus. Collecting all
bonuses in chapter unlocks a bonus level. In total 7 additional
bonus levels. During playing player can control gravity and time. Goal
is getting to the rotation arrow. Game was designed to bring something
new in every chapter. So you will be jumping, looking for the right way,
collecting keys, solving puzzles and probably rewinding time.


Available at : http://www.desura.com/games/pulse-shift



Trailer :



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I have to admit I absolutely love the elegance in simplicity for lack of a better way to say it.  To me it appears that you focused on what was important to your game meaning the puzzles and game play while choosing and obtainable graphics standard that looks pretty on the eyes but didn't bottleneck your project.  Congratulations on completing and publishing your project I wish you great luck.  I would ask you to give back to the community when you can, please post a journal entry or article and tell us what your experiences where throughout the course of this game.  How did you design it, how did you get started, what hurdles did you encounter along the way and how did you overcome them?  How did you decide to release on Desura and how is that going for you?  Have you released to other market / outlets as well (such as steam?).  Can you give us comparisons of how these markets treated you as an independent developer.  Is it as easy as we all think to get into the market?  How are you getting traffic, where and how are you advertising?


I know it may sound like a lot to ask but if you get some time these are rarely addressed questions that many aspiring game developers have.  Considering that you have released a game I'm hoping you can provide some details on these aspects.  It will hold much more weight coming from an actual developer or team than it does from all the speculation, assumption and advertisement sources that we see.  If you do come back and do something like this for us please be brutally honest.  Tell us how hard it was to get this done, how hard it is to make sales, how much time and money is being invested in advertising and labor and what not.  Too many times when we hear from published developers we get the same "Work hard and don't give up you can do it".  I for one would rather know what I'm really up against then flying blind under the assumptions that it's all easy and all I have to do is do.

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