Where have we been these 3 years?

We developed one of the best free and hardcore story-driven platformers for mobile devices!

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A little about development

Now there will be a short story about how we were going to make a story game and what difficulties we encountered

Let's start where we end!

For the first year the game existed only on paper, why?
Because all this time the lore, the basis of the plot and small details were being written, even the question of what to call mushrooms, and what they call themselves, was decided for many months!

Gameplay backbone

We collected a lot of mechanics and tried them on the game, and each time we looked at how they interact with each other and, most importantly, whether they go against the lore of the game

Graphics and environment

Pixels are different from pixels, but if you look closely, you can see that the life of mushrooms as a whole is also included in the general system, houses in villages are medium-sized, but sparsely furnished, on the outskirts there are small houses, and in the center there are large houses with well-stocked furniture.
The backgrounds are multi-layered and vary depending on the location, although in the dungeon they are monolithic, showing the closed nature of the location.
You can also notice how and where garbage is scattered, hanging pictures and simply small details of the life of the Savage (as the mushrooms call themselves), for example, if the stove is not burning in the house, then there will be no smoke coming from the chimney outside.

Problems

The whole gamedev, wherever you spit, there is one problem!
- Compatibility (when testing on Android, strange errors constantly appeared, such as non-working buttons or unreasonable drops in performance)
- Engine (there are bugs not only in games, but also in the top on which they are made. It happened that several times the engine broke the project and the source file itself, and I had to remember from a week-old backup what was done and repeat it step by step)
- Publication (until '22 everything was fine, after, well, we had to make the game free and post it like that, not to mention the fact that Google is putting a spoke in our wheel in every possible way to this day, blocking sales and conducting constant developer verification checks "And during registration, the passport data probably disappeared")
- Human factor (We made the game for a long time, and everyone who made it were enthusiasts working in their free time from work/study/leisure, and some, for obvious reasons, either fell off completely or went on underpaid leave "hah" and did not return soon, because of this the work schedule varied greatly)
- Finance (a game without a budget and without sponsors, its a complete nightmare, pay for a developers account, pay for the engine, buy small assets, and then theyll write to you in the comments that the game is crap and youre a sucker, of course this ruins motivation)

Consoles

A wet dream at its finest!
Releasing a game on a console is something for which you can work for free, just to have a hand in it, but everything breaks down against reality, because to publish with Sony and Nintendo you need to have either a legal entity (not even an individual entrepreneur) or a publisher "hi to all the publishers from the Russian Federation to whom we sent the game, but they didnt even respond", and it turns out that just desire is not enough!
But wait, there's also Xbox with a hobbyist program where anyone can publish a game on UWP! But UWP is dead...
Yes, Microsoft stopped supporting UWP back in 2018, and now building a game for it means either completely assembling a separate project from scratch using the old version of the engine and Visual Studio 2017, or putting up with it and waiting for enthusiasts to finish their solution to revive UWP at least level that it can be assembled and released