v 2.0.7 is the latest version with the bugs fixed, thanks again for the feedbacks.
Wenudu
Creator of
Recent community posts
Hey!
You know that crystal ball you shot from outside the shanty? That actually wasn’t supposed to be accessible from there, that’s a bug, and I’m already working on fixing it. Thanks for catching that!
As for the part where the story didn’t progress: that one’s not technically a bug, but I get why it felt like something was off. You ended up skipping two shanties that are along the path to the last one near the burning Rootwalker, they’re easy to miss, so I’ll definitely look into making that section clearer.
Really appreciate the feedback and the video, it helps a lot!
Cheers
Hey!
Thanks a ton for playing and for putting together that video, I really appreciate the honest feedback. I watched it, and you brought up some great points, especially about areas that could be clearer.
Also, good catch on the bug that affects the story progression, I'm fixing that right away and will push out an update as soon as possible.
Thanks again for checking it out (and for looking into the other games too), means a lot!
Cheers
Thank you so much for your heartfelt message, I really appreciate the time you took to reflect on this. I completely understand where you're coming from.
Surprisingly, since I made the games free, I've actually been earning more through donations than when they were paid. It caught me off guard too, but it showed me that many people genuinely value the work and want to support it voluntarily.
I’m not giving up, at least not for now. I still love making games, and this approach feels more aligned with my goals and the kind of connection I want with players. It’s also turned out to be more sustainable than I expected.
That said, I admit I don’t really understand why there haven’t been any YouTube videos about End of the Night yet. Liminal Leap got quite a few, but this one, despite thousands of downloads, hasn’t received the same attention so far. Maybe it just needs a bit more time to get picked up.
Anyway, thanks again for your words, they really meant a lot.
Thank you so much for your kind message, it honestly moved me.
Knowing that Crocodile Maldido scared you that much made me smile — that's exactly the reaction I was hoping for! 😄
Your support (and that last 5€!) means a lot, truly.
I’ve received so many beautiful messages lately that… who knows? Maybe I won’t leave after all. I might just stick around and keep developing games as long as I can.
Thanks again, really. Messages like yours make it all worth it. ❤️
Thank you so much for playing the game! 😊
If you’ve finished it, that’s already a great achievement!
You're very welcome to share your gameplay on YouTube — I actually consider it great publicity, and I’d love to see it shared here too if you're up for it.
As for feedback and suggestions to improve the game (especially if it contains spoilers), feel free to send everything to my email: bondenano@hotmail.it — I truly appreciate it! 🙏
Thanks again for your support!
Hi, Thank you so much for this message, not just for your support, but for sharing a piece of your own story with me. I can feel the weight of what you've gone through, and I really respect the fact that you're still creating, still offering something to the world, even when it doesn’t give much back. That’s strength, even if it doesn’t always feel like it.
You're right. Expecting revenue or recognition sets us up for heartbreak. And yeah, I’ve felt that heartbreak more times than I can count. But hearing from people like you, who truly understand, has helped me shift my perspective over the last few days. I’m not sure exactly what the future looks like for me creatively, but I can say this: your message helped push me away from quitting entirely.
Your feedback about packaging, pricing, and Linux support is incredibly helpful. I hadn’t considered bundling the Liminal Leap episodes like that, but I might now. And I’ll absolutely look into a Linux build, if it means someone like you gets to play it, that’s reason enough.
Thanks again for this. For being real. For reminding me that someone out there is listening, and maybe even waiting.
I hope you’ll stick around for whatever comes next.
I’d like to point out that my games are usually short experiences, so creating a demo for them isn’t always easy or meaningful. Also, when it comes to pricing, I’ve noticed that asking for more money for a short game or mini-game can lead to complaints about the game’s length.
For example, I tried pricing 'Liminal Leap' at $4.99, but it didn’t sell well. When I lowered the price to $1, I saw more sales. Interestingly, the best response I ever got was during a short period when I made it completely free — people saw value in it, possibly because of the $4.99 original price and the appeal of getting it for free. So yes, I understand and agree with a lot of what you're saying, and I’ve actually tested different marketing strategies.
The challenge is that with low visibility, it's really hard to tell which strategies actually work. Apart from the free giveaway, most of the other approaches I tried seemed to have similar, limited impact.
Hi Kult,
Your message really caught me off guard, in the best way. With everything going on, I wasn’t sure if anything I made even reached people anymore. To hear that you not only found my games but decided to support them just to show solidarity... that means more than I can explain.
Whether you play them or not, you reminded me that there are people out there who care about indie creators, even quietly. I won’t forget that.
Thank you for your kindness, and for proving that this work still has value.
Wishing you peace and good things, wherever you are.
Your message hit me harder than I expected, thank you. I’ve been in a place where I really doubted if anything I made mattered or if anyone noticed. To hear that you saw something in my work, and that it meant something to you, means more than I can explain. I don’t know what comes next, but this gave me a reason not to quit on the worst day. And you didn’t even owe me anything. So thank you. Seriously.
Hey there,
Thank you so much for taking the time to write such a kind and honest message. It really means a lot, especially right now.
It's actually quite comforting to hear your perspective as a "digital hoarder" – it helps me understand how people come across games like mine. And honestly, your words about this being a "tough life and path we choose" really hit home. It's true, and there are definitely some difficult external factors I'm dealing with that led to this decision. So, no judgment taken at all, and thank you for that understanding.
I'm really glad to hear you noticed the improvements in my latest game's presentation! I've been trying hard to learn and get better with each project, and it's incredibly encouraging to know that effort shows, even if you haven't played it yet due to your hand problems (totally understand that too, health comes first!). Your point about "first impression" sales and the importance of storefront visuals is spot on, and it's something I've been trying to grasp better.
Your feedback on the older games and the idea of bundling them into a "retro collection" is brilliant, actually. It's a great way to clean up the store page and highlight the more recent work. I hadn't thought of that, and it's definitely something I'll consider if I ever pick things back up.
And thank you for that final boost. It's easy to get lost in the challenges and forget the small victories. You're right, having 7 games out there is something to be proud of, and it definitely feels like a head start if I do find my way back to game development.
I genuinely appreciate your encouragement and optimism. I'm taking things one step at a time, but messages like yours truly help.
Thank you again for your message and your suggestions — I truly appreciate the thought and care behind your words.
Yes, I do receive a small amount of financial support for taking care of my mother, but honestly, it’s very little — just peanuts, really. It’s nowhere near enough to cover monthly expenses or build any kind of financial stability. That’s why I’ve been trying to find ways to create something online, where I can work around my responsibilities at home.
I’ll definitely look more into the options you mentioned — support lines, groups, and other possible help from the state. You’re right, sometimes we miss possibilities just because we don’t know they exist.
Thank you again for your encouragement — it helps more than you know. One step at a time.
Thank you so much for your thoughtful message and for recommending the book So Good They Can’t Ignore You — I’ll definitely check it out. It sounds like a valuable read, especially in moments like this.
It’s funny you mentioned the part-time work idea — it would absolutely be helpful under normal circumstances. But I’m currently in a bit of a difficult situation. My mother is unfortunately invalid and completely non-self-sufficient, so I’m her full-time caregiver. On top of that, we live in a small village quite far from any major city, which makes outside work logistically very challenging.
That’s actually one of the main reasons I’m doing my best to build something in the digital space. It’s not just about chasing a dream — it’s about trying to create a sustainable path forward given my limitations.
Thanks again for your kind words and your support — it really means a lot. Messages like yours make the journey feel a little less lonely.
And you know what the worst part is? I had over 10,000 downloads, mostly for Liminal Leap Chapter 1 and 2—but only when they were free.
I keep asking myself: What’s the big difference? Free or $1? Does that really make such a huge difference to people? Because for me, 10,000 downloads at just $1 would have made a huge difference in my life.
But no. People just want free stuff, as if good indie games are made in someone’s spare time for fun. The truth is, there’s a lot of hard work behind every game. And yet, it seems that even $1 is too much to ask.
There are plenty of videos about Liminal Leap on YouTube—but most of them are from people who downloaded it for free. So I ask myself: What’s the point of releasing more games?
Right now, I’ve lost all motivation. I honestly don’t feel like my work is even appreciated. At this point, I might as well make all my games free—because going from a few dollars in revenue to zero is basically the same thing. At least if I release them for free, I can enjoy seeing people play them on YouTube. That’s something.
I’ve been making games with all my heart, hoping to create something people would enjoy and support. But after months of development, after countless hours of effort, stress, and passion, I’ve come to a hard truth: it’s no longer sustainable for me.
My latest game, End of the Night, sold just 5 copies. Five. At $1 each. I wasn't expecting AAA numbers, but I hoped, maybe 100 copies on release day? Maybe just enough to believe this could grow into something real. But it didn’t happen.
I’ve cancelled all future projects. I simply can’t afford to keep going. I don’t have another job. I’m in debt. I’m struggling, and I’ve reached the point where I have to stop. They say, “Do what you love, and you’ll never work a day in your life.” But love doesn’t pay the bills, and passion doesn’t put food on the table.
What hurts even more is the confusion. I have over 300 followers here on itch.io. To each of you, I want to say: thank you. Truly. But I also have to ask: Why did you follow me? Was it curiosity? Support? Hope? I genuinely want to understand, because despite your follow, almost no one showed up when it mattered most.
I even put "Liminal Leap" on Steam, hoping for more visibility. But platforms like Steam often favor big names with money to burn on marketing. If you’re a small indie dev with no budget, you’re invisible. That’s the reality.
So, this is my farewell. I’m closing this chapter. I’ll likely be shutting down my channel as well. If you followed me, you might want to unfollow now, because there won’t be new content coming.
This isn’t easy to say, and it’s even harder to live. But I can’t pretend anymore. I wanted to believe this dream was possible. I tried. I really did.
Thank you, again, to everyone who supported me in any way.
The raven waiting outside is a good one, thank you. Yes, as you can imagine, the game is not well optimized, but there are many things I can do that don't take too much time to implement and could improve performance, like the maximum spawning number, which I will include in the next release. Initially, I intentionally made the raven go through some walls just to discourage people from staying inside the building for too long, but as you said, there are many other ways to make them go outside. Thank you for the feedback; it's always appreciated
PAC-Lumen Void 3D is LIVE! A Neon Maze Adventure Begins!
Hey everyone! I'm thrilled to announce that PAC-Lumen Void 3D is finally available for you to play!
I'm so excited to share my retro-futuristic maze adventure with you.
You can download and play it right here:
https://wenudu.itch.io/pac-lumen-void-3d
PAC-Lumen Void 3D takes the classic arcade formula and throws it into a vibrant, 3D neon-infused world.
Navigate intricate mazes, collect glowing power pellets, and outsmart spectral enemies in this fast-paced, immersive experience.
Expect a blend of retro gameplay with modern visuals and a thumping synthwave soundtrack.
This is an Early access game or as i call it, a Founder Edition of my game! Your support directly fuels the development of more levels. This is a Pac-Man-inspired experience, and I plan to expand it significantly. As a Founder, you'll receive all future updates and levels absolutely free! The number of levels I can create depends on the support I receive, so I sincerely hope to bring my original vision to life.
Thank you so much for your support. I hope you enjoy playing it!
Consider supporting me also by rating the game or leaving a comment.
Follow me for more game updates!
hi, thank you for the feedback, im agree about birds losing track, its a good idea. About the collision problem, is made on purpose, not all but some of the glasses of the main building are without collision to let some birds in, othewise a player could decide to stay inside forever, making the game also laggy with lots of birs outside. the only thing is that i should put a broken windows where there is no collision, but you know, if i had more time maybe...
Thank you for the detailed feedback! Glad to hear you enjoyed the atmosphere, performance, and immersion. The birds were meant to add tension, but I understand they might feel overwhelming. I’ll take this into account for future updates to make sure they enhance the experience without becoming frustrating. Appreciate your input!
The antivirus thing is normal. When you download or create a standalone build of a game or application made with Unreal Engine (or any engine, for that matter), it's no longer associated with a trusted distributor like Steam. The antivirus sees a new, unfamiliar executable file. Because it's not coming from a known source, the antivirus is more likely to be cautious and flag it, even if the file is perfectly safe. It's essentially an "unknown program" to the antivirus.