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Quick update about AstroSorcerer development

It took me over a full year to create the AstroSorcerer demo, and while I definitely plan to release the full version eventually, I'm incredibly burnt out when it comes to AstroSorcerer right now given the large scope of the project. In addition, despite me originally thinking I absolutely had to release the full version by the start of October to put it on my portfolio for my application to the game development program of a local college I'm not gonna name to avoid doxxing myself, it turned out when I interviewed a teacher there during an open house that you're allowed to put currently unfinished games on there. As a result, I've decided to take a break from AstroSorcerer development for several months (probably until like January 2025), and work on some smaller projects to relax. I'm planning to try and learn to use Godot, to be specific. I was really having trouble with motivation due to severe burnout (which is why the demo took a year when I could've admittedly gotten it out in like 3 months if I had a consistent schedule), so once I'm done my break, I'll probably be refreshed and a lot more efficient with development. In the mean time, you can expect to see some little more arcadey games on my itch.io profile, including my GMTK 2024 game jam submission (I tried participating in 2023, but I found it really hard to make a game quickly enough using Unity. Hopefully things will work better with Godot). I hope the like 5 people who care about my game at all don't mind. Have a good day!

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