Gaming3 Years ago I came across a post looking for local indie devs who wanted their game in an arcade cabinet, I accepted, and now my game is available as an arcade machine as well as on Steam! AMA!

Sep 20th 2017 by trueyomic • 5 Questions • 37 Points

My name is Trey and I've loved playing games since I was merely 3 years old. Fast forward to more recently: I've been learning game development for a while, making prototypes and demos here and there. One day, I was checking out my local city's subreddit, /r/Shreveport, and came across someone looking for local game developers who were interested in having their game in an arcade machine. I had a few arcade-like prototypes available so I pitched the one I though would best fit.

3 years later and now not only do I have my first game, When It Hits the Fan, released on Steam, but it's also available in arcade machine form!

Pic: Coin Operated Arcade Machine of When It Hits the Fan (side-art currently still in the works)

The arcade version of the game is completely coin-operated and runs the same version of the game you can find on Steam. The only difference is you can have as many continues as you have quarters/tokens ;).

Steam Store Link (Windows Only): Store Link (Mac and Linux version available here): Arcade machine purchase requests here: [[email protected]]([email protected])

My Proof:


What's your favourite Arcade game?


Without a doubt, the Metal Slug series. After that I'd have to go with the D&D beat-em-ups and the Gauntlet games.


Congrats on your new game!

Just watched the trailer for it and it reminds me a lot of Smash TV, which is one of my favorite games of all time so i will be picking this up.

My question, as a 31 y/o who always wanted to create a 2D platforming game but has never knew where to begin. Do you have any advice on where to start?


Two things:

1) Don't worry about the engine or language you choose when starting out. Just start learning! (I'd recommend game maker, Unity, or godot to start)

2) Just do it! I can't count how much time I spent wasted looking up articles on "how to start". The best way to learn is to just start! This can mean something as simple is copying a beginner's tutorial for your engine of choice and then expanding upon it with simple ideas. From there, just make a simple game (pong, breakout, pacman, coin collecting platformer) and any time you're stumped, just google "how do I do [x] in [engine y]"


Congrats on your release!

Two questions:

  1. What was the most difficult thing you encountered when developing the game?

  2. What was the most surprising thing you encountered/learned while developing the game?


1) The most difficult thing I encountered when developing When It Hits the Fan was something that has a simple solution, now that I know better. Instead of doing something like have an object explicitly for spawning buttons on top of a character/gun I spawned the bullets directly from the player/enemies themselves. This only led to complications because each of these positions are different depending on what direction each actor is facing in all 360 degrees.

Looking back now, I should have used a bullet spawner object attached to each actor.

Outside of development, marketing and visibility are my weak points so that's been difficult for me.

2) The most surprising thing I've learned is how easy it is to START making a game and how hard it is to actually FINISH. There were many points in development where I just had to take a break and that break would eventually last weeks or even month sometimes. But the only way to finish persistence and perseverance.


Pineapple on pizza or no?


It's not for me, but to each his own. Just not a fan of salty + sweet + (soggy) on pizza


That's interesting. Makes sense to simplify for a different experience.

Can you tell us about the arcade cabinet? Did you have to buy it or any of the hardware, or was that all taken care of for you?


All of it was taken care of by Shreveport Arcade