Inspired by classic space shooters, Never Not Shooting is all about chaos. Grab up to 4 players and start by customizing your ship. You have 27 possible weapon configurations to choose from. You'll need to experiment to find the best team to take down a never-ending horde of procedurally generated waves of enemy ships all trying to destroy the sun. The longer you survive, the more enemies you'll face in each wave. The enemies will become more and more deadly as the game progresses. But no 2 games are exactly alike. Survive as long as you can so you can beat the high score.Available on Steam
Blog Post April 2018:
Creating original games is a challenging and rewarding experience. When working on a project as a hobby it is easy to gloss over or flat out skip some of the less exciting parts of developing and publishing a game. I experienced this several times during the creation of Never Not Shooting and tried various techniques (with mixed results) to keep myself motivated to finish the less than fun aspects of game development. I'm not going to discuss all the things I tried to that didn't work nor am I going to tell you that the things that worked for me will work for everyone. I just want to give you an idea of what challenges I faced and how I tackled them.
First, the aspects of game development that I don't enjoy are pretty typical. Finding obscure bugs, managing contract work, UI programming, and the late stage optimization. Basically anything that isn't core game design and implementation. However, all that stuff is really important and needs to be done. So how did I manage to stay motivated for months doing work that I didn't enjoy?
The biggest help I had is having someone that I am accountable to. Until Justin and I formed this company I had created dozens of game projects that were abandoned as soon as they got boring. Having another person that shares the same goals helped me to stay focused because I don't want to be the person that is holding us back from reaching our shared goal. I also found that listening to interviews and podcasts from other game devs was extremely motivating. Not only are they where I want to be with what they accomplished but it helps to hear them talking about the same challenges that I am facing. Lastly, I always tried to keep the goal in mind. I had never published a game before and I reminded myself that though the work I was doing could be mind numbing, it was necessary to achieve my end goal.
Now that Never Not Shooting is complete and available, I'm glad I stuck with it. As we start development on our next project I have the knowledge of what I am likely to deal with and even though I'm not looking forward to it, I know I can do what needs to be done.