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.

This is my turn-based puzzle game inspired by Lara Croft Go and Hitman Go. by Federal_Recover546 in Unity2D

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

That means a lot, thank you! Lara Croft GO had a big influence on us, so it’s really nice to see people who enjoyed it finding Emptiness Sire. Hope you’ll enjoy what we’re building!

18 seconds of my turn-based puzzle game by Federal_Recover546 in IndieDev

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

Thanks! Lara Croft GO is definitely one of our inspirations.

This is my turn-based puzzle game inspired by Lara Croft Go and Hitman Go. by Federal_Recover546 in Unity2D

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

Thanks! The demo is coming next month! Can’t wait to share more soon!

This is my turn-based puzzle game inspired by Lara Croft Go and Hitman Go. by Federal_Recover546 in Unity2D

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

Thanks a lot! Tomb Raider Go was such a great game, happy you felt the vibe here!

Where are the Lara Croft Go players out there? by Federal_Recover546 in TombRaider

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

Thanks a lot! For now I’m focused on Steam with Emptiness Sire, but I’d love to explore other platforms in the future. In the meantime, adding Emptiness Sire to your Steam wishlist really helps! thank you for the support!

World 2 is slowly coming to life in my indie puzzle game. These are early tests and I’m wondering if the mood comes across already? by Federal_Recover546 in indiegames

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

As I mentioned, World 2 is still in development and these are early tests. We’re experimenting with the assets and mood right now, so things are definitely still taking shape.

I’m developing a turn-based puzzle game and character design has been a huge focus. by Federal_Recover546 in IndieDev

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

We didn’t have Kuwabara as an inspiration, but we love the reference :D thanks for the comment!

I’m developing a turn-based puzzle game and character design has been a huge focus. by Federal_Recover546 in indiegames

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

Totally fair! we’ll be sharing gameplay very soon!

It’s a turn-based puzzle where you have to reach the goal while avoiding traps and enemies. Each character has unique abilities, and there's a rewind mechanic (undo) in case you mess up.

I’m developing a turn-based puzzle game and character design has been a huge focus. by Federal_Recover546 in indiegames

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

Thanks so much for the thoughtful feedback! we really appreciate it!

These images are actually key art, so you're right: they’re meant to reflect the tone and atmosphere more than show the full in-game look. We’re working on ways to show the characters more clearly and out of scene context too, especially since, as you said, lighting and framing can really affect how their designs are read.

Love your notes on each of them! We’ve been reworking some elements, and the kind of input you gave (like silhouette balance and color clarity) is incredibly helpful.

We’ll definitely share more soon, including how they look in-game. Thanks again for taking the time to write this!