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by Vaskivo 1859 days ago
Five months ago, I quit my job and started making a game alone. One Way Dungeon was what came of it. And the accomplishment of a life goal.

I'll continue supporting the game and adding new content to it. But not at full time. I'm going back to a "normal life".

(For those who don't want to install it or don't have Android, you can play it here: https://vaskivodev.gitlab.io/onewaydungeon/builds/release-1-...)

I welcome all and any criticism. And I hope you like it. Thank you!

7 comments

Initial reactions:

- It's great as a quick pick up and play game

- I would love an option to speed up animations

- I would definitely add attack power to the attack buttons

- When replacing an attack, it would be great to have a comparison view for the selected attack (or relative values next to the new values)

- Add some icons to the move buttons for effects (like attack up/down, etc.)

Thank you for your feedback.

I definetely need to "speed up" the battles. And iterate a bit more in the UI.

Congratulations on finishing your game, that's a huge accomplishment!
did you want to share more details?, like sales numbers, time it took to build, why you decided to return to a normal job, etc.
It all started with a game jam I did in April 2020. I enjoyed the result. And it kept popping back in my mind.

November 24th I picked it up again, full-time. I plublished One Way Dungeon last friday. So it was about five and a half month work. While I'm a professional (backend) software developer, and have played around with game dev, I never worked on and finished a game.

Last weekend I shared it with a small group of people (just to check everything was OK on their devices and with downloading it from Google Play.) And yesterday I started sharing it on the internet.

I don't have any concrete numbers to share. Google's reports are still a couple of days late. And I predict a spike on users starting yesterday.

I'm going back to a normal job because:

- I am unemployed. I have some savings but I don't want to spend more than I already have.

- I don't predict One Way Dungeon to generate enough income to keep me working on it indefinitely. I might be wrong. But competition in mobile gaming is fierce!

- I'm kinda missing working on backend. And working with people.

If possible I recommend applying for work at a mobile game company. Even as a backend dev you can learn a lot. There's a ton of interesting stuff to learn about game design, marketing, analytics, ads vs iap, etc.
> competition in mobile gaming is fierce!

Curious as to why you decided to release on mobile, instead of a slightly friendlier platform like PC.

Because the game design was better suited for mobile.

IMO, putting it on PC/console would require the game to be more complex. And allow for longer play sessions (it is a bit repettitive and grindy).

So you quit your job to work on this game full time and after 5 months, you're deciding to go back to work full time.

Did you quit your job with the hopes this game would sustain you? If so, did you do any market research to validate that hypothesis.

I'm inclined to think this was a labor of love, not profit.

There are people out there who quit their jobs to go backpacking on arduous trails for 5 months. It's long, hard work, but they do it for the other joys that come with the experience. And they do it all with the expectation of returning back to working life--not on cashing out. I don't see how what OP did is any different, other than it being a digital journey rather than a physical one.

Congrats, OP.

It's just like @bavila said. I took some time to fulfill one of my life goals.

Some people quit their jobs and travel the world. I stayed home and made a game.

Cool, I just ask because I have similar aspirations and never was able to pull the trigger to quit out of fear of losing income/falling behind financially.
Congrats, that sounds like a fulfilling choice.

Wrt. the game, the music seems really catchy, I like that the bass has clear presence.

From a quick test try of it, was probably fun to make, and seems like a cool concept. Unfortunately have to prioritize other things.

Any plans for an iOS version?
Not at the moment.

For that, I'd have to get a MAC and some iPhones to generate and test a iOS build.

When the app generates enough money to get them, I'll do it.

Congratulations! :)

I will download it asap in order to play a round.

Did you used a web-based game engine and export it in an Android app in some way?

@modeless is correct. I used the Godot engine [0].

Out of the box, it allows you to export to Windows, Mac OS, Linux and web (HTML5 with WebAssemply, IIRC).

It also allows exporting to Android and iOS if you have the correct SDKs. (I don't have a mac, so I can't make a iOS build)

Some people also managed to export to consoles. But they don't share that integration because it would make them break the NDA.

[0] https://godotengine.org/

Looks like they are using Godot engine.
I like it... it's like an old RPGs.

Any cheats like IDDQD or IDKFA?

reminds me of Ultima (the Dungeons parts), or Wizardry/ Bards tales bit, if they were in an arcade.

Nice work, esp the music. Fun