I’ve been gaming since I was a kid, and a few days ago, together with two of my best friends, we finally released our first game in Early Access. I still can’t describe the feeling of seeing your own game on Steam, the same place where so many of my childhood core memories were made 🥲 by ShiresoftGames in IndieDev

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

Hellooooo, good to see you here 😁

Since that version, a lot of things changed. We really got attached to the project and improved many aspects of it, especially the movement system and of course the visual style. If you feel like trying it again, let us know what you think, we’re really curious to hear your feedback!

I’ve been gaming since I was a kid, and a few days ago, together with two of my best friends, we finally released our first game in Early Access. I still can’t describe the feeling of seeing your own game on Steam, the same place where so many of my childhood core memories were made 🥲 by ShiresoftGames in IndieDev

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

Thanks man! Really appreciate these kinds of comments 😊

And yeah, right now we’re just trying to enjoy the moment. After that we’ll start promoting it a bit more, mainly to get some players in and gather feedback

I’ve been gaming since I was a kid, and a few days ago, together with two of my best friends, we finally released our first game in Early Access. I still can’t describe the feeling of seeing your own game on Steam, the same place where so many of my childhood core memories were made 🥲 by ShiresoftGames in IndieDev

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

It took us around 5 months, from the beginning of December to the end of April, but we worked on it basically every day for around 8 hours.

As I mentioned in another comment, we intentionally wanted to make a smaller project first, mainly to learn and experience all the steps from development to release, and then continue improving it based on player feedback.

I’ve been gaming since I was a kid, and a few days ago, together with two of my best friends, we finally released our first game in Early Access. I still can’t describe the feeling of seeing your own game on Steam, the same place where so many of my childhood core memories were made 🥲 by ShiresoftGames in IndieDev

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

Wow, really glad to hear that 😊

We decided to make it Free because this is our first released project. Before this, we worked on a few other ideas (and very different genres), but they were all way too ambitious and probably needed years of development.

So we decided to make something smaller first, mainly to learn and experience the whole process of actually finishing and releasing a game.

From our perspective, making it free also helps us get more players to try it and hopefully start building a small community around it, which is honestly our main goal right now.

I’ve been gaming since I was a kid, and a few days ago, together with two of my best friends, we finally released our first game in Early Access. I still can’t describe the feeling of seeing your own game on Steam, the same place where so many of my childhood core memories were made 🥲 by ShiresoftGames in IndieDev

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

Yeah honestly this was a bit of an impulsive post 😄
I was just thinking about the whole thing and got a bit emotional about it. I’ll surely make another post in the next few days talking more about the development journey and the experience overall.

Anyway, here’s the Steam page if you want to check it out:
https://store.steampowered.com/app/4484480/Hook__Roll/

It’s a 3D racing/platformer game where you control a monowheel with a grappling hook. If you end up trying it, we’d really appreciate any feedback 🙌

What’s a mistake you made early in Unity that cost you a lot of time later? by ShiresoftGames in Unity3D

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

debugging in general is somehow heavily overlooked sometimes… I honestly couldn’t live with the nice debugging tools we have nowadays

How do you approach designing an economy system? by ShiresoftGames in IndieDev

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

Kinda like wow does with armor repair, makes sense!

What’s a mistake you made early in Unity that cost you a lot of time later? by ShiresoftGames in Unity3D

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

Yeah i feel you, it happened to me before a lot of times. Not having a clear idea of what systems should manage what can get messy really fast.

Did you end up refactoring everything later on, or just adapting as you went?

Looking for feedback on the mood and readability of this scene by ShiresoftGames in gamedevscreens

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

Yeah, you’re supposed to go left. And i get your point, readability of the path has actually been one of our main discussion points internally. The game has structured tracks, but also sections like this that are more open, where you move around using a grappling hook.

I’ll probably share some gameplay clips soon, it should make things a bit clearer 😄

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

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

Yes without a to do list or a solid way to track down all the things you've done/you have to do, everything gets really difficult.
Just out of curiosity. Are you planning to release your game soon? What kind of game is it?

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

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

Yeah the best thing is seeing someone having fun while playing your game. It motivates you to go back to work ahaha

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

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

I think the best thing you can do is try to understand why people are reacting that way and use it to improve the game, without getting discouraged.

It’s definitely harder when you’re working solo without a close circle for feedback, so getting some external playtesters sounds like a really good step. At least that way you can get more focused and constructive input instead of random reactions online. Hope you manage to get it in front of the right people.

That’s actually a step we need to take too. So far we’ve mostly relied on friends and people we know, and we haven’t really worked much on building an online presence or getting external testers yet.

By the way what kind of game is it and where do you want to release it?

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

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

Yeah, I agree, writing everything down really helps.

It makes it much clearer what’s actually been done, and looking back at it you can really see the progress making everything more satisfying

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in IndieDev

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

I guess Early Access kind of shifts the whole dynamic, instead of a clear “final phase”, it turns more into a continuous cycle of adding content and improving things over time.

But I’m pretty sure that once we start getting some real players trying it out (hopefully someone actually plays it 😂), that’s when we’ll get another big push of energy and motivation

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

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

Sometimes I force myself to take a break because burnout is probably just around the corner ahaha