2015 was a big year for me in a lot of ways, including development productivity. I released Grid, Iron Fist, and Lost Valkyrie in the front half of the year. Later on I decided to break off from Python and learn Unity3D, which lead to the creation of CubeTV and several other mini-projects.
It was a great year for simply learning stuff. The three Roguelikes are really a trilogy that isn't thematically connected. Each one of them was an attempt to push the mechanical envelope forward. Not surprisingly, I think Lost Valkyrie hit the nail on the head. Placing 10th place at 7DRL 2015 was a great confidence booster.
One thing I've craved throughout much of the latter half of 2015 is something I can continuously work on. The three Roguelikes are solid games, but I think they work best as bite-sized pieces. Expanding on them feels wrong.
CubeTV was meant to satisfy the aforementioned desire for a couple months, but unfortunately real life got in the way and I just haven't been able to find the motivation to return to it. It's a fun game and I've enjoyed my time with Unity, but now is not the time for it.
In an effort to scratch that itch I've been working on a new Roguelike I'm not quite ready to fully reveal yet. It's working title is Revenge of the Starmen and I'm sure you can guess its thematic inspirations. It is being built off the remains of Lost Valkyrie, but is considerably longer and has more mechanical layers. It also has a title that shouldn't be horrendously hard to Google, unlike some games (ahem, Grid...).
Blog content has been lackluster this year to say the least. I basically post here any time I'm comfortable in releasing something or when I want to have a meaningful discussion about something I've released. It's a little telling that there's been so few posts this year. I'm not going to promise more posts since I have a bad history of making false promises here, but I will say that if I stick to Revenge of the Starmen you can expect considerably more blog content.