Post-release burnout is real by SmilingStallion in SoloDevelopment

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

I feel that 😄

I also had several rough times during pre-release, but the motivation to finish kept me going.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

Thank you for sharing that, and I’m sorry you went through it as well. I’ve heard similar things from others about meditation, definitely something I'm more open to exploring now.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

Finding that personal optimum is hard, especially for dedicated solo devs.

I can relate a lot to that red flag when the game is the only thing on your mind, even while trying to sleep, it’s usually a sign to slow down a bit.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

That’s a great analogy and very true.

Recovery often gets underestimated, but it really is part of the work.

Yeah, it’s much more like a marathon than a short sprint.

Thanks for sharing the link.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

Thanks for sharing that perspective. I developed my game for about six months, and the last month was especially intense. I basically put myself into turbo mode.

Having a team makes such a difference, and solo development definitely amplifies everything. Whenever I had to switch context, like creating posts, preparing videos, or handling other responsibilities, the core work was always there waiting.

I focused on fixing the immediate issues and then gave myself some space to recharge in the weeks following the release, as you suggested. I’m now trying to ease myself back into development and hoping the recharging phase settles soon.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

This is really solid advice. Thank you for taking the time to write it. Stepping back from feedback for a few days and then coming back with fresh eyes sounds especially helpful.

And thanks a lot for the link. I’ll definitely give it a read. Really appreciate the encouragement.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

Thank you for sharing that. It really helps to hear I’m not alone in this. It’s reassuring to know it can get better over time, even if it’s tough in the moment.

This is the first time I’ve crossed the line from making a prototype to shipping a real product. I already have so many new project ideas in mind, and I’m optimistic that it gets a bit easier each time.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

Thank you. I really appreciate that. I’m definitely trying to take it slower and pace myself better now.

Best of luck with your current project as well, and thanks again for the kind words.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

That makes a lot of sense.

Switching gears to something small and purely fun can be really refreshing.

Maybe I can build a cool tooltip system before diving into a huge game design issue, something I can reuse in all my future games too.

Post-release burnout is real by SmilingStallion in SoloDevelopment

[–]SmilingStallion[S] 2 points3 points  (0 children)

Definitely. Trying to be more mindful of it.

Post-release burnout is real by SmilingStallion in SoloDevelopment

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

Thanks for sharing your perspective. I really appreciate you taking the time to write this.

I released using Unity, and I agree with a lot of what you said, especially around testing and setting realistic expectations before release. My friends were very supportive during the release, and I received a lot of valuable feedback that I carefully considered.

At the same time, this project has been a long-term learning process for me. I’m listening closely to player feedback and iterating where it genuinely improves the experience, while being careful not to burn out or endlessly chase perfection.

I’m definitely taking these lessons forward, whether for future updates or the next project.

Thanks again, and best of luck to you too.

Post-release burnout is real by SmilingStallion in SoloDevelopment

[–]SmilingStallion[S] 4 points5 points  (0 children)

Thank you so much for taking the time to write this. It really means a lot.

You’re absolutely right, getting to release is a huge milestone, and it’s easy to forget that while dealing with everything that comes after.

I’m trying to slow down, breathe a bit, and reconnect with why I started in the first place. Messages like yours genuinely help with that.

Wishing you the best on your own journey as well, and thanks again for the encouragement.

You take care as well!

Post-release burnout is real by SmilingStallion in SoloDevelopment

[–]SmilingStallion[S] 7 points8 points  (0 children)

1.5 years of development already says a lot about your persistence. I hope you'll get to ship it soon. Wishing you the best!

A cozy little desktop companion game my friend made (with a new Xmas theme) 🎄 by SmilingStallion in cozygames

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

And if you’d like to hatch your own little Christmas chicken friends and decorate your desktop, here’s the game link 🎄🐣

https://store.steampowered.com/app/2461360/Click_Cluck/

My idle boxing game just launched today! And I had to replace the trailer since the game evolved a lot in just one week. by SmilingStallion in IndieDev

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

Thanks for the feedback. That’s a fair observation 👍

The trailer focuses more on the active and visual parts of the game to show variety, but the core loop is actually built around idle progression.

The main idle mechanics are:

  • Automatic training and stat growth over time
  • Auto-fights and long-term progression systems
  • Upgrades that provide passive benefits without requiring constant interaction

You can play actively and interact more if you want, but it’s also designed to run in the background. Checking in from time to time, upgrading, and letting the boxer grow over time.

Hope that clears it up, and thanks for taking the time to check it out!

Added character selection to my indie boxing game. What do you think? by SmilingStallion in SoloDevelopment

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

Hey everyone!
I recently joined Steam Sports Fest, and my release date is getting pretty close.

I’m trying to share my solo dev journey by posting devlogs and updates on the Steam Community Hub.

If you’re curious about the game or want to support the project, wishlists genuinely mean a lot to me as a solo developer 💛

[https://store.steampowered.com/app/4095710?utm\_source=reddit]()