The year 2016 is already over, so let's see how it went. Was it bad? Better than 2015? Good? See for yourself.
As you can imagine in December I wasn't too active because of the inevitable Christmas time - I mostly focused on answering emails to not be swamped by them too much.
I was able to start something I wanted to do for the past couple of years already - Gamedev.js workshops, so November can definitely be considered a good month.
I've spent most of October writing blog posts documenting September activities (be sure to check September's Report), and mostly just catching up on emails and projects.
The fifth edition of the js13kGames competition ended a month ago already, winners were announced, but I'm still getting all the things sorted, including the prizes and t-shirts. In the meantime, here's something about the winning entry.
September was a busy month, even more busy than August - you can tell by looking at how many posts were published between those two reports: exactly six.
We have 127 success stories this year - that's the number of entries submitted in 2016. Finishing a game is not an easy task, even more with given constraints of size and time, that's why I appreciate every single one submitted for the js13kGames competition.
August (and the first half of September) was so busy that this monthly report had to wait way longer than usual to be written and published.
It's the fifth edition of the yearly, month-long online competition for HTML5 game developers, and I hope it will keep the tradition of being bigger and better than the previous ones.
July was mostly spent on preparing the js13kGames competition - sending hundreds of emails, acquiring sponsors, judges and prizes.