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Thank you! It has definitely blown up beyond any expectations we could have had, but it's also been extremely overwhelming and I'm really looking forward to leaving all the stress of these last few months behind and working on something new.

Sorry that it's been stressful. Is that because it created demands for your time, interviews, bug fixing and the like?

Not time, but mental space. Surprisingly large amounts of people seem to think that every game out there has a huge studio, budget and resources behind it, and they don't seem to understand or care that this was made by two friends in our spare time, so I constantly get messages asking why it isn't localized to [insert language here], why it isn't on consoles, asking if we need a composer/translator/marketer/collaborator etc etc etc. E.g., when it was itch only, it was "why isn't it on Steam"; when we announced it on Steam, it was "but why no Linux version"; when we announced a Linux version on Steam, it was "but why no macOS", and now that we've announced macOS on itch, it's "but why no macOS on Steam." It never ends and it gets a bit too much sometimes.

(+1)

Hi Laura, that's quite insightful. Trying to please people sounds like a trap. You've made this beautiful thing, and been kind enough to share it, debug it, and respond to people here. That alone goes well beyond any reasonable expectation. I think the most important thing is to not let your passion become a chore, so if a suggestion or request does not bring you joy, I hope you can just ignore it or say no.

Regarding the need for ports, I played the Windows version on Android in two different ways. It wasn't perfect but the essence is still there. Let ScummVM do the work for you.

Thanks for your authenticity and please do what you love and that's it.

Thanks for your kind words :)