Out of cave finally, with prototype.


A month ago, I decided to change my game development strategy, abandoning large projects (like those that take a year to develop) in favor of something completely different - creating games in a few weeks.

This decision came to me when I realized I was constantly putting off releasing my games, like a curse, and it was pointless - these projects are too large to complete alone, and I can’t count on anyone’s help when I can’t pay the developers working with me. Plus, there’s always been a certain fear of publishing something I’ve been working on for a long time without any publishing experience.

So, I did the obvious: why make big games and be afraid to publish them when you can make small ones, take full risks, and gain valuable publishing experience?

So, here are the results of the first month - I used the content from my roguelike project to create a small prototype and am happy with the result: https://zanayn.itch.io/catoom-barrel

You can also play it on Yandex.Games: https://yandex.ru/games/app/466932?lang=en

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