Since late August of 2022, Barry Topping and I have been working on a shoot ‘em up game called BIRDCAGE.
Now 2024 is wrapping up and – surprisingly – so is the production phase of BIRDCAGE. There’s still plenty of work to be done, but the game itself is all there, playable and asset complete.
Now we’re left with an ever-growing lernaean hydra list of other tasks to handle – emails, wider testing, stability, updating store presences, promotional stuff and in general, just trying to maximize the reach and polish of what we’ve made.
The final stretch of production (roughly the last 5 months?) was really fun. The game had matured enough that we just instinctively knew what would work and what wouldn’t.
We’d become comfortable enough with the tools we built and our process where we’d just be constantly in hyper mode. The game really came together in this final leg of development.
POLYGON BIRD, our studio name, and EXCEL Framework, the name given to the "shmup tools" we made for the game.
I was expecting ending full-on production on BC to be frustrating and depressing, but some switch flipped in my head and now all I want to do is email people about the game, optimize our Steam tags and figure out how to get this in people’s hands – and I’m finding that fun, at least for now. The game isn’t this ideal brainchild piece of art to me, suddenly. We did the work to make the thing, now it’s time the thing worked for us.
It surprises me how often I find myself thinking ridiculous things like “we need to activate our discord members” – but I’ll take this over the usual pit of despair I fall into after finishing a big project.
I guess this is what motivated me to write down these thoughts in the first place – I was bracing to be fully depressed and lost right about now, resenting the game and the time we spent on it. Maybe this will serve as a reminder that finishing a thing doesn’t have to feel so bad?
So now we’re kind of going back into uncharted waters – promoting, releasing, dealing with feedback, hotfixes and support. There’s going to be a lot of “learning on the job”, I guess, but I’m excited to see that aspect of game dev.
I’m really glad we were able to hit our goal of wrapping up this phase of BIRDCAGE as the year comes to a close – it makes it easy to look back on the past 2 years as a whole and see how much we’ve learned. I can’t wait for us to make another game, knowing what we know now.
There is still nothing to announce regarding the release of the game, but it still felt important to make note of this milestone.
For now, just know we’ve made a game and are working on getting it out there! We should have a lot more to say soon.
In the meantime, you can help us out by adding BIRDCAGE to your Steam wishlist.
Shoot, Slash and Weave through bullets and enemies in this story-driven arcade shooter. Two giant fleets converge over the surface of the Ea
Thanks for sticking around all these years.
Happy holidays!
-G











