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8 years of making games

I just ceased work another project. A roguelike autobattler that struggled to find the fun and balance. I may complete it eventually, just not for steam next fest in a month's time. It was a fun project to work on, stimulated the technical side of my brain, but the balance was way off. Whomever gained an early advantage won.

I've canceled around 100 projects in these 8 years. I've also finished about 25. I've learned alot.

Why you shouldn't read this:

Why you should read this:

The last game I made finished a technical and deep autobattler with simple graphics where more people said they wanted to play it than actually played it. It seems I have made my games less approachable over my time in development; people seemed to latch on to my earlier games, but they were simpler and shallower. Even with the poor reception of my last project, I haven't lost drive to keep making stuff.

gif of "sons"; my 7drl game

1 - making

I knew some javascript from my day job and I had been making electronic music for about ten years. How hard could learning to make art be? (Turns out it's quite hard!) In 2018 I tried a few times to start making games but what really clicked was forking a NES Mario-type project in phaser.js and updating the code so mario could shoot stars and double jump. I was hooked.

I think this code still exists somewhere. I would love to see it for historical purposes.

I was going through a depressed period and making games was something where both sides of my brain could be swept away in. What helped me improve in my skills was making a lot things, and finishing some of them. When I started it seemed like everyone was making platformers. Most tutorials were centered around them. Now a lot of first games are clickers, incremental games and/or gambling-likes. Lots of roguelite elements! I moved from engines like phaser.js and HaxeFlixel to frameworks like Kha to sometimes writing my games in vanilla JS. Mabye eventually it will be raw C.

Gamedev in itself led to improvements in my career in software/web development. Having 16 milliseconds to complete your tasks to get ready for rendering changes how you think about performance. I needed to learn more static typing, especially since Javascript was my first language. I did not know numerical data types! Longs, ints and floats still confused me, I just knew Number. Even though I don't write a ton of C, the little bit I have done with raylib has helped me think about how memory in a computer works.

in 2020 i was lucky enough to have a small and friendly bubble and still have remote work. I made this short story of a game. It was not a great game at all, but some people liked it. Way too short, but a narrative game with minigames and multiple paths took quite a long time to make. It made me think about how I could add stories to my games that went beyond rudimentary video game conversation and prompting for fetch quests.

My first story-based game. I will not share the link lol

Friday Night Funkin blew up later that year. It was built using Haxeflixel, a game engine that I had used for my own games. I watched some very patient people on the haxe discord teach new coders about simple things and point them toward simple solutions. I hope the new coders appreciated those who helped them in their early artistic explorations. I am grateful to those who helped me out early on.

I made a few rhythm games, I tried to do things differently than the rhythm games I had been seeing around. I remember giving up on a prototype of a one-button rhythm game when I saw jefvels teaser for Pack Your Bags. (I could have definitely still made a cool one button rhythm game; I would have needed to get even weirder)

Panic a rhythm game about panic attacks.

I learned to make real-time multiplayer games. I built my own in-browser rollback netcode solution. I did some collaboration.

Eventually forthcoming game "offseason"; art by Bleak Creep. Wishlist her game School Night Seance!

Tips for new devs:


2 - good

In 2023 I made a baseball minigame that people seemed to like. A kid pitches a ball to his friend (you) and his friend tries to hit it. People were obsessed. It took me a few days to make and people were spending more time than that to get a high score.

My short-story game from 2020 was always in the back of my head, I wanted to build it out further. I originally had the idea for "good" before "good: baseball", but baseball would be the first minigame. I slowly added to and then scrapped it over the years. Every time I thought of doing something else as my first steam game, I realized needed to be my first commercial project. It was a game I had to make, and if I made it after a more traditional game it would just look weird. A friend made a film "Trite this Way" and one of the two letterboxd reviews talks about it being a film he "needed to make" and that's how I think about good. It goes beyond want, I needed to make it.

Making good put me in uncharted territory. In most games there's a final boss or a final level. Good had some weird design issues. There's no game loop! (There may be from an academic level, but I spent no time investigating that) It being a weirder game meant I had no reference for pricing. For a minute I wanted to make it free, but I also know people dont always play free games or even expect much of them. There's no pay-what-you-want on steam (mr newell needs his yachts!) so I made it $8 while putting it in charity bundles and also just being okay with people pirating it if they could figure out how.

I made the game in chronological order which led to some interesting design decisions and philosophies.

I was lucky enough to take some time off work from my software engineering job during the development of good. But as release grew closer, I fell into a little bit of a crisis. I didn't want to release the game. I knew it sucked, the art was awful, I was getting no traction on socials. I was wasting my life. And then a few weeks before release my partners dog was diagnosed with kidney disease. He had heart troubles half his life, and he was at least 16 years old, but it was going to be his kidneys that ultimately failed him.

This put game creation into a different perspective. On one hand; my game doesn't really matter, it's just a game, less important than a life, I can put it out in whatever state, who really cares? On the other; we can only do the best we can until we die and so I should give this thing my all, put it out there, and then move on.

Not many people bought it, it did about as poorly as I thought it could have thought finance-wise. Friends bought it, and so did a bunch of random people from around the world, which was really cool, especially since I did virtually no marketing.

I thought about larger games than mine in this time. How did larger solo dev efforts do it? I took so many shortcuts. Most of the music is one or two tracks instead of a full composition. even then I don't use more than like 10 tracks on a single song. But then again, I know what I want, so how do big teams do it? How do they contribute to a singular vision? I didn't run into too many bugs, but I also knew my code very well.

I made the game that needs to exist. If people like it maybe I can make more games about nothing. If not I can try my 2d platformer shooter roguelike with all the juice. If people do like it, maybe I make the more complicated narrative in the future? Playing (Consume Me) gave me some great ideas for a sequel. It may not look it, but this is the hardest i've worked on almost anything.

Radio started requiring subcutaneous fluids which my partner and I administered at home. He needed to be hand-medicated, and hand-fed, with a rapidly changing diet because he would get tired of a new food every 1-2 days. good was released in August, he passed at home in December. I am so happy I got to help give him a happy and healthy last 4 months of his life.

rip Radio: 20XX - 2025

3 - now

When I started my latest cancelled project I thought roguelike deckbuilders/autobattlers were old hat, but it turns out everyone is still making them. (bridge into) even though I love to gamble, making a gambling-like incremental game choose-one-of-three-upgrades-likes with lots of juice feels gross. I also feel lucky that I feel that way. In 2024 made a game called "100%"; an incremental gambling game. This was one of the most positive responses I've gotten to a game of mine. I did require some programming and design skills, but the "success" of the game is at the very least partially in response to using two proven paradigms: games of chance, and clickers/incremental games.

I hear lots of talk about AI. Too much, people never shut the fuck up about it. All I will say is that, to me, AI taking away processes of making games is taking away all the good stuff. I'm glad I have fallen in love with the process, otherwise I may think differently.

In these last 8 years I've started to mentor those struggling with drugs and alcohol. It has been extremely rewarding. I highly recommend anyone facing any sort of millennial-style existential crisis to try helping others. No sarcasm. It will change your life. I wanted to finish one more commercial game during my current career hiatus, but I don't think it will happen.

I may never become a professional solo game dev and that is fine. I desired that much more in the beginning of my game development journey before realizing the process itself was meditative and one of the things I look forward to every day. Maybe becoming a professional would ruin it for me. A common refrain I hear amongst devs is "making games is hard". Is it? Starting conversations with strangers is hard. Breaking terrible news is hard. Letting down friends and loved ones is extermely difficult. I dont experience too much difficulty in game dev, but that may be because of how ive defined my process. I dont use game engines, I know my own code, I take notes, and whenever I face an issue too difficult I take a walk and some time in the next day or two a solution will come to me. Sitting in front of my space heater with a coffee and plugging away on my text editor is how I like to spend my time. I wish more people could see it the way I see it.

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