| ▲ | shinrak 11 hours ago | |
I finally managed to finish a project and publish my first game on Steam: https://store.steampowered.com/app/4195030/balls/ It's a short chain-reaction game in which you explode balls bouncing in the screen, and need to build up to target scores. You build bigger and bigger combos as the game progresses. It was a blast to work on it, starting with a small toy and just adding features that "felt right" until I had a game that was fun to play. It was quite hard to find a balance though, so a lot of numbers are arbitrary - but I enjoy seeing people breaking the game in new ways and finding new builds. These days I've been working on patching reported bugs and sharing the game with people. Now after the latest patch, I feel like I'm done, but I feel like going back at it and adding an idle mode. And maybe simplify the codebase so I can test and iterate better, and then add many more ball types... I know that any good LLM could replicate this pretty quickly, but I made this myself and I'm still feeling proud of the accomplishment :) | ||
| ▲ | markmnl 2 hours ago | parent | next [-] | |
Shiping a real product, esp. a game, from scratch is an awesome achievement, congrats. (My first shipped product was Square Heroes also on Steam). I feel like perfecting something can be trap, sure keep it alive, but maybe think about the next thing to work on too? | ||
| ▲ | ditchfieldcaleb 6 hours ago | parent | prev [-] | |
Oh, this is cute and a great first game! I'm working on my first game as well (a top-down 2D tower defense game). What engine or framework did you end up going with? I looked into Unity, tried Godot for a few weeks, but landed on just making a Typescript-powered canvas game with PixiJS for graphics rendering. Found it much easier doing it this way instead of having to learn a game engine. | ||