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A quick look back on my first year of game development!

Pitstop in Purgatory
A downloadable game for Windows, macOS, Linux, and Android

Heyo!

About a year ago today, I started developing games. I came at it with absolutely zero programming skills, and while visual novels might be among the easiest things to code overall (or so I'm told), it's still been a daunting journey for someone as inexperienced as me!

Something I wanted to do early on was to include point and click elements in my stories, and I'm really happy that I've managed to successfully incorporate that (with some outstanding help from my GUI/UI designer Skolaztika). The reason why the exploration elements in my older games are less engaging is simply because I didn't know how to code it better back then lol.

So, one year in... here are some milestones and statistics:

  • 4 games made in 3 different graphical styles for 4 different Jams.

In chronological order: The Skirmish at Bender for Historically Accurate Game Jam 5, A Day in the Life for NaNoRenO 2022, Pitstop in Purgatory for Otome Jam 2022 and The Painting for O2A2 2022.

  • ...With one award received for ranking #3 in Historically Accurate Game Jam 5!
  • Thanks to those releases, I've reached 210 followers as of writing this.
  • My games have been covered by at least 3 online publications and played by at least 5 different streamers (might be more that I haven't seen).
  • I've also discontinued a game... RIP Meanwhile in Riva, and thank you for everything I learned while developing you!
  • I marked off a huge box on the bucket list by making my debut on Steam - I can't wait for Pitstop in Purgatory to be part of Steam Next Fest in October!

On itch.io, my games have been...

  • ...viewed 14 800+ times!
  • ...downloaded or played in browser 3263 times!
  • ...added to 973 collections!
  • ...rated 5 stars by 63 players!

Now, online numbers are a fickle thing. I've been in the entertainment business for a long time, originally as a musician, so I know how addictive it can get to watch numbers soar, and how disheartening it is to see them falter. It's a rollercoaster people, not a straight line, although all of us creatives wish it would be.

Just today I learned that the top game in O2A2 has 20k plays in total (!), more than 6 times my total number across all games. I pour my heart and soul into my games (as I'm sure most developers do, I'm not saying the popularity isn't earned!), so it can feel like a punch in the gut when you hear about the outstanding success of others doing the same thing you do.

But honestly, that doesn't matter in the least. I'm not posting these numbers to affirm self-worth; I'm sure to a lot of developers they are extremely modest, while there are others who'd love to have them. That's how it always is. The only thing that matters is to ask yourself, as a good friend of mine recently put it, would I still be doing this if 0 people played my games?

And the answer is of course, yes! 

I'm having so much fun realizing the weird stuff that's going on in my head, and it's been a privilege and joy to become part of the VN community, work with talented creators and have people from all around the world play my games.

First and foremost, I tell stories I'd like to experience myself, but I'm extremely grateful for all those who enjoy them along with me. :)

So here's to another year of learning even more, all while hopefully spreading my lil' mind creations to more and more people who might like what I do!

Thanks for all the support! :) <3

Love,

Tymedust

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