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Hey! Just saw the controller support update for Vault of Seraphim XL, that's a solid addition, opens it up to a lot more players who prefer that over keyboard for platformers. Adaptive fullscreen too, nice touch.

Looks like you've been shipping updates pretty consistently, cave builder, cross platform ports, now this. Are you handling all the promotion for these updates yourself, or is that something on the backburner while you focus on development?

Hi! Thanks for the positive comment! I'm glad that someone is interested in my games - especially the games on modern platforms. Unlike my C64 games, they haven't caused much of a response so far.

When an idea comes to mind, I incorporate it directly into finished games - if it's not that complicated!

I work alone. Which is sometimes a bit difficult. hahaha I'm currently working on a game where I added controller controls for the first time, and then I added that to Vault of Seraphim XL and Brek'n'Bubble XL too. I always play with a keyboard and I wasn't really aware that many gamers prefer the controller. But from now on there will always be games with controller support.

That honestly makes a lot of sense, going from C64 development to modern platforms is such a different world, impressive that you're adapting and learning things like controller preferences as you go, that kind of responsiveness really shows in how quickly you rolled it out across both games.

Working alone does sound like a lot to carry though, especially juggling development, feature updates, and promotion all at once. That's actually the exact gap I usually help solo devs with, visibility and getting modern platform games like yours in front of people who'd genuinely enjoy them, since it sounds like that side's been quiet compared to your C64 catalog. I work with indie devs on things like video content, social presence, and getting updates like this in front of the right audience, happy to share a few thoughts on what could help specifically for Vault of Seraphim XL if you're open to it.