Thursday, March 1, 2018

Terms of Service

Terms and Conditions

Terms and Conditions ("Terms")

Last updated: (3/1/2018)
Please read these Terms and Conditions ("Terms", "Terms and Conditions") carefully before using the website and any games (the "Service") operated by Joseph MacDonald ("us", "we", or "our").

Your access to and use of the Service is conditioned on your acceptance of and compliance with these Terms. These Terms apply to all visitors, users and others who access or use the Service.

By accessing or using the Service you agree to be bound by these Terms. If you disagree with any part of the terms then you may not access the Service.

Links To Other Web Sites

Our Service may contain links to third-party web sites or services that are not owned or controlled by Joseph MacDonald.

Joseph MacDonald has no control over, and assumes no responsibility for, the content, privacy policies, or practices of any third party web sites or services. You further acknowledge and agree that Joseph MacDonald shall not be responsible or liable, directly or indirectly, for any damage or loss caused or alleged to be caused by or in connection with use of or reliance on any such content, goods or services available on or through any such web sites or services.


We reserve the right, at our sole discretion, to modify or replace these Terms at any time. If a revision is material we will try to provide at least 30 (change this) days' notice prior to any new terms taking effect. What constitutes a material change will be determined at our sole discretion.

Contact Us

If you have any questions about these Terms, please contact us.

Wednesday, October 11, 2017

Banana Town - The Magnum Opus

So my great game, my magnum opus, Banana Town is released upon the world.  There was a lot of hubbub about the price of the game being too much, but I disagree.  The game is the whole world to me, and I plan on making it much better.  I have a lot of faith in the project and I have a five year plan for it.  But currently, the game is in beta and is just getting noticed.  I have outlined a one year plan for full release.  This plan will give me enough time to make the game so much better. 

The problem thus far is that not enough people are willing to take the dive into a game so early on.  Originally, the game was meant to be released around December, before the steam winter sales.  But I decided that my birthday was a better day and got it out in it's current state. 

Also, the game has gone through a whole lot of changes that hampered production time.  The game had been on greenlight for about six months.  In that time, I was actually moving it to android so that I could at least get it into the hands of the public for scrutiny and feedback.  The game went through drastic changes and consumed a lot time for this conversion to android.  But then Valve dropped a news bomb that they killed greenlight and will allow all sorts of games on it's platform for just $100.  My fee was waived because I had already paid the greenlight submission fee of $100. 

This meant that Banana Town could see the light of day on the steam platform.  I hurriedly transfered the game back to computer platform and tried my best at fixing all the problems that went along with it.  I was tired and exhausted from all of this and couldn't get my vision for the game fully realized in time. 

I thought that the only way to get through this hump was to release the game and see the feedback.  I thought there really wouldn't be any, or not very much.  I looked into how to price an indie title and there were so many opinions.  So many experts said that indie games were too cheap.  Rooster Teeth did videos about this.  Web sites had articles written on this.  That indie games were selling their products for way too little.  They were all hoping they could bank their game on a million sales.  But that just isn't reality.  The fact is that games only ever sell less than 21,000 copies in a lifetime (two years).  There is no correlation between the price of a game and how many copies sell.  There is NO EVIDENCE OF ANY CORRELATION BETWEEN THE PRICE OF A GAME AND THE COPIES SOLD!!!!!   I realized that there is only one truth in gaming, that gamers will buy what they want and will not buy what they don't want.

Will any one ever want my game?  Will they ever play it?  Will they mock my grand vision for Banana Town?  It really doesn't matter because as far as I know, steam doesn't have any rules against making a game nobody wants.  Banana Town will remain on steam for a long time and I will update until my goals are met. 

There can't be any other path than the path of the Banana.  The first banana that ran for the castle.  That was scared and frightened by the dark forest.  He did not give up.  He ran forward.  Farther and faster.  He finally did meet his end, on a beach.

Saturday, January 28, 2017

Privacy Policy

I don't collect data from you.  I don't record anything.  My apps need to access your phone state and your microphone only for the purpose of moving the avatar's mouth.  Nothing else is intended or gathered.  The app also uses advertising to earn revenue.

Wednesday, October 5, 2016

My Next Great Game; Lifeform

So I'm creating an ambitious game about a sea creature, swimming around surviving in a vast ocean.  You will play as this creature throughout it's lifespan.  You will be born.  Eat food.  Survive enemies.  Have fun with different animals you find.  Discover long lost secrets of the ocean.  And you will eventually die.

I will make a release of this game soon.

Sunday, September 11, 2016

Making Games

So I'm making games for mobile yet again.  My next game is going to be great.  A true game changer in the world of Apps.  Most games out there are just clones of other popular games.  But I'm looking to release something that is intelligent and original.  That is hard to do but it must be done.