Shh, Zombies Levels Up!

The upgrades to Shh, Zombies have been finished, and pushed to all stores, at the time of writing just two are waiting for final publishing. The update is free for all, if you've already got 'Shh, Zombies' or 'Shh, Zombies

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Shh, Zombies huge graphical update in the works

Over the past few months I've noticed that Shh, Zombies is getting a steady download rate of approximately 20-40 new installs, per week, on the Windows store, but hardly any conversions from the trial to full (I think one purchase

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Windows Store Trial — One Month On

On February 25th 2015 I released an update to 'Shh, Zombies' on the Windows Store (desktop), this update added a trial version allowing people who downloaded to play the first 5 day time levels before having to purchase the game. Pre-Trial

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Shh, Zombies Sales Post Mortem

Windows Store On July 22nd I released my first game, which I had been working on (mostly) by myself - I had help with the UI and a friend was guiding me with C# questions when needed. The platform of choice for

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Level Design Process

Similar to the player design process, the level design process started off with basic sketches, with the aim of teaching the player how to play through level design - rather than having a hand holding tutorial. So the sketches began,

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Player Design Process

From the start of development, I knew Shh, Zombies would be cube based in its models for characters and levels. I'd found a program to make these models, Qubicle (http://www.minddesk.com/), which would allow me to concentrate on making the game,

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Build Woes

This has been a difficult week, a week I took off work to A) recover from the game jam and B) make an attempt at ploughing through and getting loads of work done on Shh,Zombies (B being the main reason). Unfortunately,

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Shh,Zombies UI

Marek, my awesome friend and art guy has designed some amazing bits of UI for Shh,Zombies. Just take a look at these in-game screenshots! [gallery type="thumbnails" link="file" ids="421,422,424,423"]

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Shh,Zombies rebuilding of the levels

Happy New Year everyone! Since coming back from the Christmas break, I've been re-making the in-game assets to fit in the grid correctly. Making sure that everything is (at minimum) 1x1 grid, and scales up by at least 1 grid

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Shh,Zombies Prototype Launch!

I'd like to officially announce the game I've been working on (even though I've blogged about it before): Shh,Zombies! I'd also like to use this blog post for the prototype launch, as well as to ask you to have a

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