Super Post-Mortem BLOWOUT: Part IV (Finale – forreal this time)

This is Part 4 in a four part series. For Part 1, go here. For Part 2, go here. For Part 3, go here.

For those of you just joining us, I urge you to go check out Parts 1, 2, and 3. For those who are too lazy, I’ll give you the quick gist: I’m doing a mini post-mortem of each of my 50+ games, which will culminate in a conclusion of what I’ve learned over four years. This is the final part, after quite a few months of laziness getting held up. So here we go!

 

To make it easier for those who just want to skim, read a little and come back later, or skip through certain sections, you can use CTRL+F to get to the part you want. They go in order like so:

PART 1:

The Early Games

  • Last Fantasy
  • Crystal Fantasy
  • Laury & Chloe’s Awesome Adventure
  • Crystal Fantasy: A Wrinkle in Time & Space
  • Fireheart: Chapters I-V

The First Completed Games

  • Ralph: The Fail Lover
  • The Quest for Black Ops
  • The Cave
  • Laury & Chloe
  • The Christmas Mystery

The Dark Ages aka The FANGAMES

  • Shadow the Hedgehog VX
  • Sonic the Hedgehog VX
  • The Legend of Zelda VX
  • The Legend of Zelda: Twilight’s End

Takeaways from 2010

PART 2:

The Platformers

  • Run & Jump
  • Jump It!
  • Ninja Story
  • Blocky

The Era of Cancelled Games

  • Cielo Adventure
  • 2D Space Shooter
  • The Legend of Melody
  • Hack & Slash
  • Jayde
  • Carry On
  • Sonata of the Twilight Sky
  • Castle Story
  • Crystal Heroes
  • Adventure of the Seven Realms

PART 3:

The New Engine Arrives

  • Demon Castle
  • Starlight Adventure CXVIII
  • The Legend of Ace: Trial Adventure
  • Super Summer Dash
  • Jenny Mallone vs. The Demon Child

PART 4:

The New Engine Arrives – Part Deux

  • Starlight Adventure
  • Leo the Square
  • Radical Fantasy

The Era of Hope & Bravery

  • Viravani
  • Silicon Savior Sasha
  • Super Rope War
  • The Bravest Four

The School Projects
Misc. Games
Conclusion: Everything I’ve learned over the years

Without further ado, let’s actually finish this!

______________________________________________

Starlight Adventure: Redux
Late 2012

This is the revamped version of Starlight Adventure CXVIII, revived after a few months of hiatus. For those of you who don’t remember, the story went a little like this: Zeke, son of the Grim Reaper, has to go up to the Mortal World (i.e. Earth) to restore three crystals destroyed by a group of ‘heroes’ called the Xerofanatix. Without the crystals, everyone living in Grim Land will die, and the Earth will roam with the undead.

The story remained the exact same as it had been, save for minor dialogue changes (like lessening the amount of times Elana says “broski”, changing some jokes, fixing grammatical errors, etc.) The gameplay was mostly the same as well, again, save for some minor additions and changes. The biggest and most noticeable feature of the revamp was the graphical touch-up.

Here are the major differences between CXVIII and Redux:

  • First off, CXVIII was dropped from the title. It was kind of stupid to begin with.
  • The windowskin was changed from the default, generic one to a unique, better looking one.
  • The battle HUD was changed to be more “Mother 3-esque”, with characters popping out of their respective boxes when it’s their turn. It just looks nicer in general.
  • Improved dungeon designs. Nothing too drastic, just more streamlining and removals of the BS that was originally present.
  • Difficulty modes. The normal difficulty was also reduced ever so slightly.
  • Completely remapped world map, since the original was too big, easy to get lost in, and confusing in general. While it was still fairly big, it was a lot easier to get where you wanted to go, with most areas having their own distinct design and atmosphere.
  • A new battle mechanic called “Summons”. After completing a Warp Zone and defeating its respective boss, you gain them as a powerful summon. There were eight in total.
  • And updated shop screen, showing a little more info and looking nicer in general.
  • More “Limit” skills for the four playable characters.
  • More secret areas to discover and explore.
  • Replaced music and SFX.
  • Replaced fonts so the text looks nicer and less generic in general.
  • Replaced enemy battler graphics (courtesy of Thalzon)

It was much improved game in general, and I got pretty far with it. While there were still some nagging problems with the gameplay, it was a lot better than the CXVIII version and is actually really fun to play – both for me and other players! Sadly it was canceled for good after not being able to figure out a proper ending, procrastination/lack of motivation, and another reason that will not be explained. (one and only hint: it relates to a person)

Still, it was fun while it lasted, and I often go back to it just to play it for fun and nostalgia. The game was in three acts, and the first act was actually completed. It could possibly stand on its own (kinda, sorta, not really), so I label that section Starlight Adventure: Episode 1. I kinda want to go back and remake it AGAIN with completely changed and updated graphics entirely. Maybe someday…

Takeaways from this game:

  • I know I sound like a broken record by this point, but goddammit, have fun while you’re making games! And don’t let anyone get you down/annoy you so much that you end up canceling the game out of frustration! …ahem.
  • Even the simplest of changes can have a huge impact. Remember: juice it up!
  • Player feedback is key.
  • Make what you want to make.

________________________________________________

Leo the Square
Late 2012

Ugh.

This screen is literally how far development got. It was supposed a short and sweet Pac-Man clone with simple, Atari-esque graphics. As you can see above, that didn’t happen, due to my inexperience with super simple pixel art reminiscent of the Atari 2600. Plus it was buggy. I literally lost interest within a few hours and went back to Starlight Adventure.

Takeaways from this game:

  • If you’re emulating a style, learn the ins and outs of said style, find examples, use references, break it down, put it back together, etc. etc. – I’m currently doing this right now with The Amazing Office Adventures (a full blog post concerning the art and such will come later).
  • Don’t lose interest so quickly. Please.

__________________________________________

Radical Fantasy
April/May 2013

Alright, here’s the thing. I came up with a lot of ideas between Starlight Adventure’s cancellation (December 2012) and the development of this game, some of them with fully featured GDDs, scripts, story outlines, etc. – but no prototypes or showable gameplay. So there’s that. Anyway…

This was going to be created for an RPG Maker event called Release Something Weekend, taking place during May. The purpose was for users to release a game during this one weekend – whether it be a trailer, demo, game, whatever. This was meant to be a legit 8-bit throwback RPG with some platforming/adventure elements and was going last about an hour. Unfortunately, my (now former 😀 ) crappy laptop, er… crapped out the week I was going to finish it, so I wasn’t able to submit it in time.

It followed a woman simply trying to gain these sacred emeralds and defeat an evil demon, all tongue-in-cheek style of course. It spanned three worlds, each with 10 levels, a boss, and a bonus stage. The levels would be either based around platforming-skills, Zelda-like combat, or a mix of the two. Unfortunately, due to my computer crapping out, I didn’t get a chance to finish it. Why didn’t I decide to finish it after my computer was fixed? Well, as I had said before, some of those game ideas had scripts, one of which actually began development…

Takeaways from this game:

  • Technology is only useful when it works. Jesus Christ, screw my old laptop, I hate it SO much. That thing was piece of junk… That’s not really a tip or anything, I just wanted to get that out there.
  • If you’ve got a deadline for something approaching rapidly when making a game, cut down on some of the unnecessary features and whatnot. In hindsight, I probably should’ve only stuck to one world for this project, since looking back at my GDD for it, the level ideas were pretty repetitive. Game jams are a great place to practice this ability.
  • Stop planning, start doing!

_________________________________________-

Viravani / Lily & Leo
April/May/June 2013

Definitely a favorite of mine.

The story went like this: an artifact called the Portal of Souls has been destroyed, and as a result, fallen souls are unable to go to the afterlife and remain on Earth, causing havoc and chaos. The portal can only be restored by deities of the two afterlives: the Nether and the Aether. Seeing as their leaders are preoccupied, their children, Lily (daughter of Lucifer) and Leo (son of Christine) are sent in their place.

This was the first game I actually wrote out a full-length script for. It wasn’t finished, it only went up to Act II (of III), and clocked in at 96 pages. In my opinion, at least (and many of the people who proofread it), the characters were VERY memorable, the plot was actually comprehensible, funny and lighthearted, serious when it needed to be, and best of all – perfectly paced. There’s honestly (again, in my opinion, could be wrong) no scene that could be removed without ruining the overall integrity. It’s definitely one of the best scripts/stories I’ve written, kinda sucks that people won’t be able to experience it for awhile.

Anyway, the gameplay was pretty much a Zelda-clone. Lily was able to fight with her signature sword and a spear, both of which could be upgraded and played very different. (Sword for quicker, yet weaker attacks in an arc, spear for more powerful, yet slower attacks in a straight line). Leo was not directly playable – instead (partially due to my own laziness with spriting), he actually turned into Lily’s equipable items, such a bow, boomerang, hookshot, etc. Items were gained when a special book was found, allowing Leo to learn how to transform into said item. The reason for this was justified in the story.

Probably the biggest change from the standard Zelda formula was the addition of Viravani, from which the game’s former title comes from. Lily had a wristband with circular slots, allowing special orbs equipped. These orbs would enhance your character ranging from faster attacks, double XP, more magic power, faster movement, etc. The number of slots available could also be upgraded. It can be compared to Final Fantasy VII’s Materia system, pretty much.

The downfall of this game came from both too much planning, supposed lack of funds, and difficulty in actual content creation. I spent way too much time writing the script, (not necessarily a bad thing, in this case), thought I didn’t have enough money to make the game (total BS, btw – most of the “needed” funds were a bunch of fluff I THOUGHT I needed. I didn’t.), and I grossly underestimated the resources needed for actual development. I didn’t realize how much sprite editing and creation Lily needed for her poses and such, enemy poses, boss poses, etc. and the plain difficulty of creating a Zelda-like game in RPG Maker. Unfortunately, the game was canceled…kind of.

I decided I still very much wanted to make this game, mainly due to the story. The next version of the game would either me a 2D side-scroller or a fully 3D action-adventure platformer to be made with Unity and released on PC, Xbone, PS4, and Wii U. When will this happen? No idea. In a few years, perhaps, maybe even longer. I just want to make this game, that’s all. 🙂

Takeaways from this game:

  • Don’t underestimate the amount of work you’ll have to do for your game. Take the time to actually realizes just HOW MUCH you need to do. This goes double for RPG Maker games that don’t use the default graphics (i.e. The Amazing Office Adventures)
  • Again, stop planning, start doing!
  • Projects don’t necessarily have to be done right now – they can often wait. Hell, you might even learn a bunch of new stuff and ideas that’ll improve the game and/or future projects!

_____________________________________________

Silicon Savior Sasha
July 2013

Whoo, boy.

I’ve talked about this a bunch of times. Hell, major blog posts during this development can still be read on this very site. It was about a woman named Sasha getting transported to another world via MacGuffins known as the “Divine Cards” – the remainder of which need to be found before a witch named Solaris uses them to obliterate society as we know it.

An EARLY prototype screenshot, from the beginning of the game’s development. The HUD changed a lot since then, though the current one you see here would go on to be used in Super Rope War.

I liked this project. It was the second game I wrote a script for, though it wasn’t as good as Lily & Leo, and wasn’t as finished. It was to be a lot shorter, and span a total of six “Zones”, with three acts each. The gameplay was standard RPG fare, with the only addition being the “Bonus Gauge”. When filled up, you would receive bonuses in battle, like doubled attack, doubled cash, etc. There was also going to be a hub called Alivia Town, where you could accept optional missions, participate in arena battles, and check out your found collectables and achievements.

I already talked about its cancellation a few months back in this blog post, so feel free to read that. For the lazy, I was meant to go to an expo to show off the game, accidentally fell asleep an hour before I had to leave, was three hours, became super depressed, and didn’t work on a game for three months.

Honestly, the Ingenuity Fest incident pretty much the brought all the game’s issues to a head. The gameplay, was sufficiable, just wasn’t fun to me, I was way behind schedule, was already too busy and WAY burnt-out from game development, and was suffering from a minor bit of depression at the time. But hey, maybe it was for the best.

Like Lily & Leo, I still want to make this game, just in a different environment. Preferably Unity as a 3D platformer (similar to Banjo-Kazooie / Super Mario 64) or a 2D action-platformer (similar to Sonic the Hedgehog). Maybe someday…

Takeaways from this game:

  • Take a break sometime. Really, that’s the best advice I can give you. Up until it’s cancellation, I had been game-making for a REALLY long time non-stop. And while I did enjoy it, I ended up suffering due to total burnout. For the love of God, just take a break. Not a one-day break either, no, I mean like a few weeks. Maybe a few months. Trust me, you come back with a refreshed mind and a bunch of new ideas. I plan on doing this after The Amazing Office Adventures is done.
  • Keep it simple, stupid. Again.
  • …don’t work on a demo hours before you’re showing it off. And don’t pull an all-nighter before said showing off. Please.

____________________________________________

Super Rope War
July 2014

One of my favorite games I’ve created! I already did a full post-mortem of this, which you can check out over here. It was created for the Summer Game Jam, with the theme being “The Butterfly Effect”. It was really fun to work on and I had a great time. Kind of hard to believe that was only a year ago… Anyway, even though I don’t plan on working on an original game (I’m working on my current project and to hang out with more of the devs), I still can’t wait to go to this year’s Summer Game Jam.

I mean, there’s not much to say that hasn’t already been said in the full post-mortem. If you’re interested, I’d really recommend you check that out.

I actually created a remastered version this past May, called Super Rope War DX: Director’s Cut. Here are some of the changes it includes:

  • Re-balanced main difficulty and four additional difficulty modes.
  • New Game Plus mode.
  • Five completely new stages to fight through.
  • Slightly adjusted enemies and battles with more strategy to it.
  • Fixed gameplay and graphical bugs.

I (almost) finished it awhile ago, I just haven’t released it yet. I plan on doing so soon, though. Maybe during this year’s game jam, I’ll sneak in an hour or two to finish it (and maybe add something relating to the theme 😉 ).

Takeaways from this game:

  • Game jams are great, yo. You should totally go to them if you can.
  • When doing a game jam (or in game dev in general), fail early and fail often. Your first idea of a game is never the final one.
  • Public speaking is hard. Work on that. (Thankfully, I’ve gotten a lot better since then, mainly thanks to the LEAP program I’m doing right now)

___________________________________________

The Bravest Four
December 2013

The second-most recent game I’ve created, on indefinite hiatus. Honestly, it feels kind of weird to talk about this now, so I’m gonna hold off on it. Don’t worry, I mini/full-post mortem on this will come… any day now. Any day now…

Above: a poor dude waiting for said post-mortem. And Half-Life 3.

___________________________________________________

And is that it?

LOL NOPE. We still got the school projects! These are games I’ve basically made to get a good grade on a creative project for a variety of classes. Honestly, there are so many of these that it’s better to cover them all in a group rather than individually. So here we go!

___________________________________________________

The Flooding of New York
Created in 7th Grade for Science
Grade: B

Actually one of the more “interactive” school games I’ve made. It was about a possible flood happening to New York City, and as mayor, you have to make certain decisions about the situation. It was filled with typical “Middle-School” humor and in-jokes. Still got a good grade, though. 😉

Pirates & Ships
Created in 7th Grade for English
Grade: B+

Exactly what the title says. It’s three-minute game/visual-powerpoint-replacement made while we were reading Treasure Island (FANTASTIC book, by the way). I talked over the images while static screenshots + music played, with occasional bits of humorous text popped up. Next.

French Dining
Created in 7th Grade for French
Grade: A+

An interactive presentation about dining… in France. It’s nothing too special except for one thing – I recreated our classroom and classmates in the actual game  (well, kinda – the sprites were made with a generator and not entirely accurate or modern), which impressed literally everyone. (The food + drink I brought helped too, heh)

Playing it again, it actually isn’t very educational. Whatever, next.

French Quiz Game
Created in 8th Grade for French
Grade: A-

No screenshots of this since I can’t find the file. Basically a sprite would follow a pre-determined path around a house, and a few choices would come up. The class was asked to name what furniture/object the sprite was looking at in French, ending with a final score count. It was kind of lame, and I actually created it in an hour the night before due to me completely forgetting about it.

Perseus
Created in 9th Grade for English
Grade: A+
(and extra credit!)

Now THIS is an actual game, albeit super-linear. It was for English while we were reading some book about Greek myths and gods, and the Odyssey. (Great stories, definitely one of my favorite books in English class history, haha) It was an RPG that followed the tale of Perseus, and was fairly condensed. The graphics are exactly as they were in Super Summer Dash, enemy battlers were from Final Fantasy II (NES), and chiptune music was provided via PanicPumpkin. The class loved it, and my teacher was very impressed.

Funny story about this project, actually – originally, I worked with two other people, just making a fairly simple powerpoint. I ended up being absent the day we had to present, which was no biggie – I created the powerpoint entirely and emailed it to them, so they could present without me. Turns out, once I came back the next day, I had to re-do the entire project MYSELF from scratch on an entirely different character, simply for being sick. I had a week to do it (we originally had three days), so it wasn’t too bad.

The kicker? I ended up getting a higher grade than them doing it solo. They got a B- (again, for the powerpoint and notes I originally made), while I got a perfect score. Many lols were had.

A Day at the Market
Created in 9th Grade for Chinese
Grade: A

A fairly simple game/powerpoint-replacement. My partner had his father/grandfather/whatever tell him about a normal day working at a Chinese market, and gave that info to me to make this out of. It basically just tells the class how the average day goes from, with occasional interactive bits popping up asking the class how to say a certain word or phrase in Chinese.

I also put in some absolutely ridiculous sounding dialogue, since my partner was the one reading it while I was controlling it. Again, many lols were had, and I was dying of laughter at the computer.

Also, fun fact: I ended up dropping Chinese halfway through this past year despite me doing alright with it. Though, that’s another story…

Cells and Celluar Respiration Review
Created in 10th Grade for Foundations Biology
Grade: A+

Created with a partner. He came up with questions/answers, I put them in the game and whatnot. It was basically a quiz game. The class split up into two teams and alternated between answering questions. The team with the most points won. What they’d win?

The feeling of being more knowledgeable in biology. And that’s the greatest gift of all.

Heh. Next.

Schreckengost
Created in 10th Grade for American Experience (AMEX)
Grade: A+

The most recent of my school project, with no screenshots since, again, I can’t find the file. It was about the late Viktor Schreckengost, a Cleveland native who created a wide variety of art, toys, and other products. He really is an interesting fellow. The game consisted of you piloting a toy plane, one of his creations, as you collected paintings that revealed more info about the guy. At the end of it, a series of his artwork was shown as I talked over it, explaining each of in detail (as we all had to do). This was shown in front of my entire 40+ class in a small auditorium, so it was pretty neat.

It actually went through a bunch of iterations, since I’d actually been sick the first two days of presentations (this was before spring break, by the way), and only came back on the final day. As such, I ended up polishing it up a bit more, and as a bonus, I was able to use the “I’m sick so my voice is totally crappy” excuse since I didn’t really rehearse or completely prepared what I was going to say. Heh,

Takeaways from all these games:

  • Teachers love creativity, especially in games. I mean it, seriously. These are possibly some of the worst games I’ve created, but the teachers love it because 1.) they don’t see the crappiness and 2.) it’s creative! So be creative with your games, regardless if they’re for a school project or not!
  • If you have the chance to make a game for a school project, do it! Just be sure to keep it REALLY simple and make sure it completely relates (well, for the most part) to what you’re supposed to be researching/doing/etc.
  • Certain topics go better with certain game genres. Certain otther topics are, well, not exactly suited for games as well. Though that’s debatable.

__________________________________________________________________-

Um… I think that’s about it.

PARTING WORDS, TIPS, ADVICE, WHATEVER:

  • Save for certain circumstances, gameplay comes before story/graphics/music, what have you.
  • Plan stuff before diving in!
  • …but don’t plan too much! Your project will change throughout it’s development, and…
  • …be sure that your project is able to change.
  • Have fun when making your game! No, game dev isn’t fun 100% of the time – in fact, it’s rather infuriating, tedious, and boring. But man, when it’s fun, it’s really fun and rewarding.
  • Don’t be an asshole online. Seriously. Be nice to people – you never know who’ll be your greatest allies or someone that can drag your reputation into the ground. Though, this is pretty much a general life tip.
  • Test your games. Extensively.
  • …but not too extensively. At one point, you need to just stop, and finish. (pending there are no game-breaking bugs, of course)
  • Games are good for the soul! Both playing and developing them!
  • Take a break every once in awhile. It works wonders for ya.
  • Get  outside every now and then. Hang out with some friends or family. Not only are you rejuvenated and get some fresh air, but it can also provide a ton of inspiration.
  • My old laptop sucked hard. Just wanted to get that out there again.
  • Don’t pull an all-nighter while working on a demo the day before an expo. No good can or will come out of it.
  • Not all stories have to be super-duper-serious.
  • Innovation is great, and is really needed in this industry! But don’t necessarily force yourself to do it, I’d say let it come on it’s own. Besides, what exactly is “innovative” nowadays is kind of hard to define sometimes? Basically, if ain’t broke don’t fix it. (Again, this is highly debatable)
  • Have fun! Again!
  • Your engine does not define your game. Even though I’m primarily using RPG Maker, I’ve created non-RPGs as well. Contrary to the “all RPG Maker games suck” belief, lots of great, high-quality games can and have been made with it. In addition…
  • …make your game have a unique look. You see many of my games share the same, mostly-default RPG Maker graphics that other games made in the engine have. Nowadays (especially on Steam and whatnot), players are quick to judge and assume it’s a low-quality, generic RM game. Don’t let that happen to you. This is one of the reasons The Amazing Office Adventures looks so drastically out of the norm from other RM games, and (debatably) other 2D, pixel art games as well.
  • Let people play your games! Feedback is key!
  • …but don’t rely too much on friends and family for this. Sometimes their opinions can be a little biased and easier on you. Go on forums, messageboards, etc. to find playtesters that can give an unbiased, critical look at your game.
  • Be a smart developer. Yeah, you do get street cred for doing everything yourself, but sometimes  other, external resources need to be used. Work hard and efficiently.
  • Going with that, don’t be afraid to get a little help now and then. It’s hard to do everything yourself. I’m not saying you necessarily need a business partner, 2nd coder, etc., but it’s nice to have someone you can pick you up when you fail, and help you succeed in the end.
  • Fail early and fail often. Your first games will never be that great.
  • Make a few small, free games before going commercial.
  • Market your games! And if you’re selling it, market agressively!

And the last piece of advice I can give you is…

None of this is guaranteed to work for you.

What I mean by that is that everyone experiences, backgrounds, work habits, knowledge, etc. is all different. This is what I’ve learned and can personally share. However, I can’t guarantee any of this will apply to you or other people. If anything, these are just things to consider every now and then.

Follow your own path. Do your own thing. And have fun.

Well, that’s all I got for you guys. Sorry it took so long to finish this, I’ve just been extremely busy. Thanks for sticking with me, though, I really appreciate  it. Some of these games have never been talked about, seen, or played by anyone else other than me, so I’m glad I was able to share ’em with you. If you’ll excuse me, I’ll be heading back off to continue work on The Amazing Office Adventures. The official website, Steam Greenlight page, and a new trailer/ad should all be up by next week.

Until then, stay classy, folks. 😉

ALL GAMES I’VE CREATED
In chronological order from March 2010 to the present (July 2014)

2010:

  • Last Fantasy
  • Crystal Fantasy
  • Laury & Chloe’s Awesome Adventure*
  • Crystal Fantasy: A Wrinkle in Time & Space
  • Fireheart: Chapters I-V
  • Ralph: The Fail Lover*
  • The Quest for Black Ops*
  • French Dining*
  • The Cave*
  • Pirates & Ships*
  • The Legend of Zelda: Four Swords Misadventures
  • The Flooding of New York*
  • Paper Mario Bros.
  • The Christmas Mystery*
  • Sonic the Hedgehog VX
  • Shadow the Hedgehog VX
  • The Legend of Zelda VX
  • The Legend of Zelda: Twilight Sword
  • Laury & Chloe
  • Sniper VX
  • Twins of Ellone

2011:

  • Run & Jump*
  • Carry On
  • The Girl Named Clarity
  • Jump It!*
  • Ninja Story
  • Blocky
  • Sonic RPG
  • The Enchanted Forest
  • Adventure 2K11
  • The Legend of Melody
  • 2D Space Shooter
  • Eternia Island
  • Jayde
  • Hack & Slash
  • Sonata of the Twilight Sky
  • Castle Story
  • Crystal Heroes*
  • Adventure of the Seven Realms
  • French Review Game*

2012:

  • Demon Castle (short prototype not listed b/c files were not found)
  • Starlight Adventure CXVIII
  • The Legend of Ace: Trial Adventure*
  • Adventure of the Seven Realms: ReDux
  • Super Summer Dash*
  • Jenny Mallone and the Demon Child
  • Starlight Adventure: Redux / Starlight Adventure: Episode 1*
  • Leo the Square

2013:

  • Perseus*
  • Radical Fantasy
  • Lily & Leo / Viravani
  • A Day at the Market*
  • Silicon Savior Sasha
  • Super Rope War*
  • Cells*
  • Celluar Respiration Review*
  • The Bravest Four

2014:

  • Schreckengost*
  • Super Rope War DX: Director’s Cut
  • The Amazing Office Adventures

* = games that were completed

Games Completed: 20
Games Completed (excluding school projects):
10
Games Completed and  Released to the Public:
9
Games Unfinished:
41
Total Games Created:
61

…Wow.

~the end~
🙂

 

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One Comment Add yours

  1. Mermersk says:

    Hey there, really nice post-mortem! I am kinda in the same shoes as you, but I started gamedeving about 1 year ago. Have created about ~10 projects, some completed and some not.

    But yeah I agree that sometimes you just have to force yourself to complete something, even though the interest has vained, else you will never complete anything. I am trying to do that right now for a project that i’ve been working on for like 5 months now(originally supposed to take much shorter time!) and release it on android.

    Keep on creating Avvy!

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