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Kingdom Klicker Out Now!

  • Writer: James Varma
    James Varma
  • Aug 30
  • 3 min read

Huh? what's that? I released a game today and I haven't talked about it yet? I should do that?

Alright fine!



Okay, I'm not good at publicising myself. I find it uncomfortable. You should be mega thankful that I post my stories here and on royal road, because there is a world out there in the big wide multiverse where I keep it all to myself and never even try. But just because we're bad at things, doesn't mean we shouldn't do them.

And I've stretched out this intro so much now that I really don't have any choice but to do it, huh?

I guess I could go on a tangent about- No! Nope. I'm doing this.

Today I released a game called Kingdom Klicker over on Steam! It's an incremental clicker game with a 1980s scanlines theme, a narrative about a demon, and consequences.

If that sounds interesting to you, go check it out here!

Am I done now? obligation complete?

What do you mean this doesn't feel like one of my normal informationy posts? I've only released 1 post so far, how do you know what my normal posts are like?Ugh! FINE!



So, yeah, Kingdom Klicker is out there now. It took me about 7 months to make and I learned a ton over the course of those seven months.

For this project I did everything, I did the marketing, art, the design, the code. I've been learning to code since I stopped working at Roll7 2 years ago, and this is the first project I've properly gotten to a finish line with. Now don't get me wrong, I'm still not a coder. I can do simple things, I can put together your basic stuff, but anything more complex and I have to either go to a forum, go to a tutorial video or go to a piece of documentation and lift the code from there.

If you were to point me to any piece of code in my game I could more or less tell you what it's doing. But if you point me to a blank page and tell me to make it again... I can give you the inventory system for sure, but other than that I'll be back to trawling the seas of other people's code to figure out what I need to do nearly from scratch again. Though most likely, this time I'll get there quicker because I understand it a bit better now. And honestly understanding it a bit better than last time is a solid learning tactic. It's just a shame it takes 7 months of game development for every round of learning.

I took the game through next fest on steam for the first time and learned how much of a boon that festival is for your wishlist count. I don't have a ton of wishlists even now (its a super niche game that wont make me big bucks, I don't expect it to have a ton of wishlists) but I jumped up from about 15 to 160 wishlists in the week I was live on next fest.

The biggest thing I learned though was that you should submit your game at least a month before launch, instead of 12 days before like I did because when you get a dumb thing wrong like forgetting to untick 'cloud save for developers only' and they have to reject you on day 6 you get to spend the next 6 days wondering if you'll get approved on time.

Which I did.

Barely.

Anyway. Kingdom Klicker is out now on Steam for £3.99 in the UK, $4.49 in the US and a variety of similar auto generated prices across the world!

Check it out here!




J


 
 
 

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