As of writing, it has been a week since Secret of Escape was submitted to the Midsummer Jam Week, as well as the trailer shown online. I think it is best to let you know what I have been up to in regards to the game.
Tag Archives: gamepopper
Gamepopper on IndieDB!
Yes, that is correct! Gamepopper is officially listed as a company on IndieDB! Meaning I have one of these:
At the moment there is not much content on there, but I will slowly add more things to there. I’ve also put up Secret of Escape on there as well, which you can access here:
Obviously, they either have no rank or a very low rank. This is why I want you and your friends to try and see how high we can get these rankings! So spread the word!!
Website Redesign Launch
Hello guys!
As you probably can tell from looking around, the development blog has now been transformed closer into a website. The layout has been changed to a more cleaner look, page descriptions have been made more specific to my goals and an indie developer and finally, if you check your address bar, I have an official domain name!
Now whenever you go to this site, you shall be going to gamepopper.co.uk!
I hope to hear what you think of the new design, and I’ll be posting new updates in the near future.
New images of BOOM and other updates
Hello everyone!
I’ve been hard at work with my new artist Sam Denvir on BOOM: Firework Defence Unit, and we’ve got so much to show you guys!! So first off, may I present the game’s new official logo!
I’ve also put together a few screenshots of what the game looks like so far:
There’s still a few things to be added, and I’ve also got an audio engineer on board for music and sound effects. We still don’t have a set release date, but of course, we are aiming to release before the deadline of the Construct2 Touch Jam.
I’ve also been hard at work on two assignments, I’ve finished my first Android game as a University assignment, and I hope to find a way to release it so you can all try it out! For my assignments, I’m working on a 2D Physics Engine in Allegro and a 3D game in DirectX11, so I’ve been very busy as of late.
Despite all this though, I’m very excited to see how all this turns out. Hopefully I can have a break over the summer so I can work on Siegfried, which I’ve barely updated since its submission in the Blitz Open Day this year.






