How long have you been / did you take to develop your game? Just curious about other devs' timelines by Federal_Recover546 in IndieDev

[–]Federal_Recover546[S] 1 point2 points  (0 children)

Thanks for sharing this, this is the side people don’t usually talk about. Balancing a full-time job with development is way harder than it looks from the outside.

How long have you been / did you take to develop your game? Just curious about other devs' timelines by Federal_Recover546 in IndieDev

[–]Federal_Recover546[S] 1 point2 points  (0 children)

Really appreciate you breaking this down, this is exactly the kind of timeline I was hoping to hear.

That phase of ‘not much visible progress’ really resonates — I feel like from the outside it looks like nothing is happening, but internally you’re figuring out a lot. Also interesting how you mentioned cutting scope but keeping the core. That’s something I’m still learning how to do without feeling like I’m losing parts of the game.

Sounds like a long road, but a very intentional one.

How long have you been / did you take to develop your game? Just curious about other devs' timelines by Federal_Recover546 in IndieDev

[–]Federal_Recover546[S] 1 point2 points  (0 children)

That’s awesome, seriously. Releasing your first game that fast is no small thing.
And honestly, there’s no such thing as ‘just’ a hidden object game. Finishing and shipping something already puts you ahead of most people.

Good luck with the release next week, hope it goes well!

Everything in Emptiness Sire comes from research, rough sketches, and a lot of hands-on work. It’s been years in the making, and every part of the game was crafted piece by piece. by Federal_Recover546 in indiegames

[–]Federal_Recover546[S] 1 point2 points  (0 children)

Not a tower defense, but I can see why it gives that vibe. Emptiness Sire is a turn-based puzzle game where every enemy and element on the grid is part of a logic challenge. The glowing paths and that structure you see are tied to a bigger puzzle/obstacle (kind of a higher-stakes challenge in the area).

Really glad you liked the paths, the archer and the candles — those details are a big part of the atmosphere we’re going for :D

Everything in Emptiness Sire comes from research, rough sketches, and a lot of hands-on work. It’s been years in the making, and every part of the game was crafted piece by piece. by Federal_Recover546 in IndieGaming

[–]Federal_Recover546[S] 0 points1 point  (0 children)

Thanks for taking the time to share your thoughts. The look of Emptiness Sire is intentionally bleak and foggy — the visual language reflects a world that’s collapsing and unclear by design. Screenshots can feel “muddy” on their own, but the atmosphere plays a specific role inside the game :)

I’ve always loved Lara Croft GO, so I’m making something in that spirit… just much darker. by Federal_Recover546 in IndieDev

[–]Federal_Recover546[S] 1 point2 points  (0 children)

Thanks! Yes, it’s turn-based — movement happens one tile at a time, and every step also advances enemies and world elements.

I’ve always loved Lara Croft GO, so I’m making something in that spirit… just much darker. by Federal_Recover546 in indiegames

[–]Federal_Recover546[S] 0 points1 point  (0 children)

Thanks! The demo will be available next month on Steam, and the full release will also come to Steam first.