Ethan Close and Bilal Akil (myself) started Viking Trickshot (formerly Kubblammo) with a commitment to working 2 weeks on it, and then releasing it. We did succeed, and released Kubblammo to Steam, iOS and Android as Early Access over 2 years ago.
However, for whatever reason, we didn’t stop there, and there’s been a slow but persistent flow of progress over the months. We learned that retention was a big issue in the initial release, and went through a phase of heavy play-testing in trying to address it, before shifting gears to pumping out more content and working on other colossal features like online multiplayer (which itself consumed more than half a year of development attention).
I definitely struggled, in a motivation and discipline sense, to continue working on this project for so long. Ethan’s creativity, ambition and passion helped me persevere, but I must say I’m thrilled to feel the end finally being in arm’s reach.