Nathan Meunier's Blog, page 2

January 8, 2019

DUNKYUNG is Out Today on iOS and PC!

[image error]Here we go again! Excited to finally announce that my latest game, DUNKYPUNG, is OUT TODAY on iOS and PC (Steam)! Don’t be fooled by the cutesy vibe. This game is STUPID STUPID STUPID HARD. The gauntlet has been thrown! If you dig my previous games, I hope you’ll consider checking it out and helping to spread the word.

More deets below:

 

DUNKYPUNG is a deadly cute brutal bouncing action game. Dodge and bounce your way through EXTREMELY CHALLENGING, ever-shifting arenas filled with spinning...

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Published on January 08, 2019 07:00

January 7, 2019

Awesome DUNKYPUNG Write-Up!

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With DUNKYPUNG “officially” launching tomorrow, I’m excited to see what folks think about this insane little brutal thing I created. This awesome write-up over at IFGN really nails what the game is all about, and it’s a fun read if you feel like GETTING STOKED.

Check it out here!

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Published on January 07, 2019 06:57

December 15, 2018

Pre-Order / Wishlist DUNKYPUNG Today!

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Whew! What a week. A few quick updates:

My new INSANELY DIFFICULT ball bouncing arena death action indie game, DUNKYPUNG, will be launching in early January on iOS and Steam.

You can now pre-order it on iOS right HERE! Also, you can Wishlist the game on Steam right HERE!

Really excited with how this game turned out, and I’m crossing my fingers for a positive launch.

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Published on December 15, 2018 09:28

November 30, 2018

Announcing: DUNKYPUNG

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Hello fellow hu-mans! I’m thrilled to finally announce my next game, DUNKYPUNG, which will be launching on iOS in January 2019! Want to give the game a try right now? Help me Beta test [info below]!

WHAT IS A…DUNKYPUNG?!!!! 

I’m glad you asked!

DUNKYPUNG is a deadly cute brutal bouncing action game for iOS made by one human being named Nathan Meunier. Bounce your way through EXTREMELY CHALLENGING, ever-shifting arenas filled with spinning saws, spring-loaded spikes, flames, and other super...

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Published on November 30, 2018 07:37

November 29, 2018

Where I Disappeared to in 2018

[image error]*Taps the mic* Helloooo! Is this thing on? Right. It’s been a while since I’ve dusted off ye old blog. It’s been a crazy year for me in a lot of ways. Since I haven’t been spending nearly as much time being active on the Internets of late, I figured I’d drop a quick update on where I’ve been and what’s coming up.

Here’s what’s up:

Big Changes Afoot

A lot happened over the last year. The TLDR version is things weren’t going so hot for me in the tail end of 2017. Finances were tight, stress wa...

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Published on November 29, 2018 07:12

September 18, 2017

On the Hunt for New Freelance Gigs (Games/Tech) UPDATED 2018 Edition!

[image error]Need a seasoned writing pro with 15 years of experience in the games, tech, and media industry? Someone who specializes in creating compelling articles, content marketing, and editing services for a broad range of games and tech clients? Great! I might be the (vaguely human-shaped) droid you’re looking for. Please read on!

[Updated 11/20/2018!]

Normally, I use this blog space for updates on my assorted gamedev projects and creative work, but it’s been [another] challenging year of shifting wo...

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Published on September 18, 2017 07:37

On the Hunt for New Freelance Gigs (Games/Tech)

[image error]Want to harness the freelance word-nerd power of a 15-year writing pro who specializes in creating compelling articles, content marketing, editing services, and narrative design for a broad range of games and tech clients? I might be the (vaguely human-shaped) droid you’re looking for. Please read on!

Normally, I use this blog space for updates on my assorted gamedev projects and creative work, but it’s been a challenging year of shifting workloads and mounting bills. To avoid hitting critica...

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Published on September 18, 2017 07:37

July 10, 2017

Half-way to Breaking Even: Missile Cards iOS Sales to Date

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Morning all. Stopping by for a brief info-drop update for those of you who still want a peek behind the curtain of my latest game’s launch sales on iOS.

Deets after the jump:

Missile Cards launched on iOS, officially, on Wednesday, June 28th. In just under two weeks, I’m now a little past the half-way point on my Quest To Break Even on the game’s six month development cycle. You can read more about the ups and downs of that journey by sifting through recent/past blog posts on the site here....

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Published on July 10, 2017 05:20

July 5, 2017

First Week iOS Launch Sales and Observations (Missile Cards)

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It’s been a zany few days. Now that we’re a full week into Missile Cards’ iOS launch, I wanted to share some interesting figures, observations, and updates about how things have been going so far this first week.

To briefly set the stage:

Missile Cards is a smaller game I created over the course of six months. It’s a quirky mash-up of turn-based defense (inspired in-part by Missile Command) and a strategic solo card game (a la Solitaire…sort of).

It’s an experimental and fairly niche projec...

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Published on July 05, 2017 06:25

July 2, 2017

Return of The Quest To Break Even (and the Importance of Setting Goals)

For me, setting goals has always been vital to measuring success and having something to constantly work towards. Having massive long-term bigger picture goals on the horizon is always useful, but it’s also critical to set smaller short-term goals that are closer within reach.

Nothing I’ve ever done or created has been a 100% runaway success out of the starting gates. But by amassing small wins and building momentum over time, I’ve always been able to eventually get to where I wanted to be, b...

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Published on July 02, 2017 07:23