Bliz Studio - Trixel Rocket Devlog09
Here is the 9th devlog for my indie game Trixel Rocket. Here is what's happening since I have launched the pre-order. Updates to game, etc... Pre-order Trixel Rocket available now — https://buff.ly/2oBkkKN So if you have an iOS device. Please pre-order the game today. Website: http://bliz.stud
This Trixel Rocket devlog lands three days out from launch, with the game submitted for pre-order about a week and a half earlier and currently sitting in review. It's an honest look at the last-minute tuning pass before a mobile release, and at what a solo developer is juggling in that window.
Backing off the ads The most substantive change is a big reduction in interstitial frequency. Trixel Rocket is free, monetized through in-app purchases and ads rather than an up-front price, and the goal is for that monetization to stay as unobtrusive as possible. Interstitials were originally set to appear every three deaths. That moved to four, then five, and finally to ten. The reasoning is straightforward: an indie dev needs revenue, but an ad every three deaths in a game built around dying and immediately retrying makes the core loop unpleasant. Ten gives players a long uninterrupted run.
Easing off the difficulty Some levels were tuned too hard — hard even for the developer, who knows exactly where every obstacle sits. A few of those got made easier. The aim is a game anyone can pick up and enjoy, and levels that only the author can clear work against that.
The design philosophy behind those changes Both adjustments serve the same goal: no penalty for death. Die and you hit replay and you're immediately back in. There's no life system, no wait timer, no punishment. The only challenge is your own reaction time. That design only holds up if nothing interrupts the retry loop — which is precisely why the interstitial frequency and the difficulty spikes both had to come down.
Procedural variety Level contents are partly generated, so no two runs of the same level are identical. Play a level twice and the obstacle arrangement differs. That's what keeps a pick-up-and-play game replayable without requiring an enormous hand-authored level count.
The economy Gems collected during play can be spent on shields and ships, giving players a reason to keep running beyond pure score chasing.
The release window All these updates are being pushed into the pre-order build so they're live when the game releases on Tuesday the 18th. The build is in review, and there's real uncertainty about whether it clears in time — review durations vary and there's no way to hurry them. That's a familiar deadline scramble for anyone who has shipped to a mobile store.
Looking past launch Planning is already underway for post-launch content: new levels, new ships, and ongoing updates to keep the game alive after release rather than treating launch day as the finish line.
On doing it alone The closing note is worth repeating for anyone in the same position. Solo indie development means handling the marketing, the store submission, and the promotion alongside the actual game, and it gets overwhelming. There are open questions and things being figured out in real time. That's the normal condition, not a sign something has gone wrong.
For anyone who pre-ordered, thanks. And for anyone hesitant about pre-ordering — the game is free, so there's nothing to pay either way.





