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10 games, 10 lessons

So, i just found the itch.io posts thing, and also realized i uploaded 10 games now lol (and 2 music albums). I already made games for a long time, maybe ~3 years, and i decided to share some things that i usually do for everytime i make a new game. For each game i released, i will discuss something that i learned (and share a project that i just started, that can change all my other games)

1. Eternal fall

The first game i released (but not my oldest game!) was eternal fall. I made this game for a one week game jam, and got 6th... on a jam with 7 entries :skull:

Game jams are a cool way to start making games, as they limit your time and give you a theme to get started. But, its pretty common to dream big even on jam games (at least for me when i was starting). Its ok making a smaller game than what you actually expected at first, because one finished game >>> a million unreleased chunks of code that dont work games. Also, simpler games are easier to focus on the most important part of games: making them cool to play.

2. Color dash

From the games i released, this is the oldest one. I started making it on march 2024... and released its final version somewhere around november 2024. In a normal case, i would never work on a game for so long without getting tired and dropping it... but i liked this game, and working on it. Even today i still feel nostalgic playing this game and seeing how much i improved, even while this isnt a so bad game...

But if you want to work for so long in a game, try making your game in a way that its always releasable. Dont think you can work on a game for months... you cant! when you get tired of this game, no discipline will allow you to keep working on something so boring! even myself made lots of breaks from this game... but if you will take a break from the game you are making, be sure to at least finish that one feature you was working on before, so that you can release a playable game without any game breaking stuff. Then, you dont know if someone will play it, and if yes, maybe your motivation will boost again...

3. Quasar

The idea of this game was to be my next big project after color dash. Its just a simple game, a flappy bird rhythm game.

Have you ever heard about "making more with less"? absolutely true. As quasar was a rhythm game, and those are usually harder to make, i could have passed yet another year to make it. But luckily, i already managed to automate the way i made games. I had timestamps for the songs i wanted to use, so that i could sync checkpoints easier, i already had lots of scripts at my disposal, and because of that my time making the game went from almost a year... to a single month. Can be better tho

4. Quasar rebound

Quasar again? hmmm... this game was supposed to be a sequel to quasar, and it should be better than quasar on lots of different ways. Better levels, better visuals...

The problem started when i played my own game and felt like it was too easy... that was because i made the game! for a month! of course it would feel easy. But i decided to kinda ultrabuff my game, so that i could have a challenge. Nowadays, even myself struggle with the difficulty of this game. If you want to make a challenging game, dont forget you know exactly how the game works, you have high memory of how the game is, you know lots of stuff a first-time player dont. And you dont want players to get frustrated with a super hard level at the beginning. Is scary easy to leave forever a game.

5. Freezing point

Except for eternal fall, finally a non rhythm game! i was too hooked to rhythm games before lol. Very simple game, just a more or less platformer.

I made this game for it to be as simple as possible, so that i could finish it very fast. My goal was to see how i could automate the part of polishing games. I was taking too long to finish games, i needed to make it faster so i could learn the last moments of making a game. And i succeded! i got a solid plan to go from simple game to very beautifull and cold looking game. This game had a webgl demo, and almost managed to be my first game with a lore! (tho the lore was bad and boring so i deprecated it). What we learn? game dev youtubers arent annoying when they say for you to start small, because if you finish a smaller game, you will get a feeling of the whole game development faster!

6. Collapse

Same idea as freezing point, a simple game that i could (and did) finish in a day.

The base gameplay wasnt that new though. Collapse started as a deprecated idea for quasar. I wanted to finish another game as fast as possible, and as freezing point was ice-themed, i wanted a fire-themed game now. And for the levels, i took inspiration from old geometry dash levels, and some private servers for old versions of gd. If you look closely, you will see that collapse kinda look a decorated layout. And is good to have reference points for your game, not only for getting ideas, but also you can speed up the prototypes by seeing a similar game that already show what worked.

7. Duality

My first 2p game. Made by someone without friends.

For duality, it was kinda fun to work on a game that was 2 player, while making the game completly solo. But it also was usefull for learning new stuff, like making game styles i didnt made before, and also make my first attempt of puzzles. Make different game types when you can, so you can learn different skill sets! Also, the most important part of it all: freezing point is blue, collapse is red, duality is green... RGB trilogy unlocked!

8. Anomaly

This fighting game is more intense than ultrakill (trust)

The idea of anomaly was a pretty fun concept: a game about viruses infecting a computer. And it allowed me to go crazier on level design, and use as excuse corruptions. Everything was allowed in this game, from making giant rotating bosses to copy-paste a simple level my brother made over and over inside a deadly square. Dont feel weird to do whatever your head decides to while prototyping. Prototypes are about checking what is fun in your game idea and what isnt. And sometimes a strange looking fighting game about using yourself to kill enemies can go unexpectedly cool. Also, fun fact: the virus was supposed to be represented by the red plus-looking enemy in some levels, and it was supposed to be a ransomware (a type of virus that corrupts your data if you dont pay the hackers that got your computer... and dont, if they can hack your computer, paying them is a bad idea in lots of different ways)

9. Upwards

As mentioned before, classical period and error are music albums, so they dont count.

This game is a bit too simple. Just a getting over it like platformer. Yes, i managed to have patience enough to make a rage game lol. But other than the fact thats my first rage game... nothing else. Just another game. Period. And yes, making smaller games help you learn to make everything about game development faster, but dont forget to challenge yourself, either by making a new game type or to add a special mechanic. Otherwise, why are you making this game? why i should play this instead of minecraft? it will become more of the same. And you wont learn that much.

10. Start over

Maybe, just maybe, i decided to release this game only because i formatted my computer...

This game was made some months before i released it, but i didnt knew if it was worth releasing. It was more of the same. But i changed my mind and released it. Always save your game ideas somewhere, maybe one day you will go back to them and feel "hey, this is promissing". One day, you may decide to start working on it again, and this can be your new sucessful game.

This took longer than expected lol. And to mention my computer had a bsod while writing this, so i needed to write the quasar one twice lol. Now, my special project. I want to make a sequel to one of my first rhythm games, probably quasar. I will work for the game to have cool graphics and gameplay, and now that i know how to make cool games, my idea is to step up. Of course im not leaving itch.io, but since the beginning of the year, i had the goal to put my first game on steam before 2026. the $100 wall may be an issue for me, and the fact that steam is also the house of AAA games made by ppl like sony and valve dont help either. But if i succed, this may be my first step up of my game development carrer! and thanks for all the support if you read all of this, or played my games. It means a lot. And dont forget: even if you are just starting and your games are pretty bad today, game by game nintendo went from a simple platformer to a worldwide franchise! (mario)

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