Tonight, around midnight, Sentinel Command will go live in the app store! In fact, the global release has already started, with the game available in NZ/AU as I write this. It’s a very exciting time for us here, as the culmination of a year’s work is finally released into the wild. I hope that everyone enjoys playing the game as much as we enjoyed building it.
Regardless of how the game is received, I’d like to take a moment to thank everyone who helped us make Sentinel Command.
First of all, Mark Hoben. Mark joined GamerNationX in December of last year. I’d been working on the game for about three months, laying the foundation and using ‘dev art’ as placeholders until a new artist was on board. At that point, the game looked like something you might get if you put two cats in a room with a light brite for a few hours. Steadily, asset by asset, Mark took my concepts and game mechanics and translated them into a beautiful and unique look that I think suits the game theme and setting perfectly. He did this with no prior game experience, teaching himself how to do 3D modeling and textures in Blender in a very short amount of time, a remarkable achievement. It was a pleasure working with Mark and I’m grateful to call him a colleague and friend, and proud of what we produced with Sentinel Command.
Mark’s son, Austin Hoben, composed all of the music used in the game. When Mark first mentioned that his son was interested in doing the music for the game, I was noncommittal. I knew his son was a talented teenager, I’d seen some of his art and Mark had told me of his interest in music. So I asked for a sample of his work, promising myself I’d keep an open mind, knowing that we would need several variations of a common score based on the structure of the game. This would be a challenge for a professional. That first sample blew me away and I knew we had found our composer. The music in the game is fantastic, and I think most people would be surprised and more than a little impressed to know that it is original work from a very talented young man. I can’t wait to see what he does in the future!
Many of our friends took time to participate in several play test sessions over the past few months. These sessions were essential to the game’s development. These guys gave us solid, honest feedback and helped us answer a thousand questions about what was working and what wasn’t. Thank you Pat Roby, Tristan Rees, Nischal Pathania, Jason Kim, Andrew Coldham, and Roy Kim!
Indie game development is not easy. It requires a tremendous commitment of time and energy, meaning long days and working through weekends. I want to thank our families for being patient and supportive while we pursued our dream and have tried to make the best game we could.
I don’t know what the reviews are going to say yet, I’m anticipating we’ll see some in the next couple of days, but good or bad, I want to thank all of the review sites that are taking time to try our game and share their feedback with their website’s communities. In particular, I want to thank Owen Faraday at Pocket Tactics, the moderators at TouchArcade, Thomas Welsh of CalmDownTom, and the editors at 148Apps. All of these individuals have helped spread the word about our games. I’ve found their reviews to always be fair and honest, grateful when they said something positive (yay! they get what we did there!) and trying to learn when they said something critical. In fact, a lot of their critiques have led to new features or changes in subsequent version releases of our games.
I want to finally thank you – the gamers who have purchased and played our games! Nothing is cooler to me than the thought that somewhere in the world there are people playing a game that we created, and getting enjoyment from that game. Seriously, that’s fucking rad.
We’re going to keep making games. We’re going to keep getting better at it. I hope you all come with us, it’s going to be a great ride. Now let’s go play some games!
John ‘darkludus’ Ellenberger