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by Nemrod67 1374 days ago
The hardest thing is finishing, because everything is ever connected to a "perfect" version of itself...

And it's way less fun (for most game dev people) to code the "perfect" version of an input remapping system or leaderboard system :p

Obligatory self-promotion:

I just released my Space Pew-Pew game on Steam in Early Access, complete with original 16bit-neoclassical OST!

https://store.steampowered.com/app/914930/Alcyon_Infinity/

"Destroy hordes of ever-improving enemies and their Mothership. Alcyon Infinity is a fast shooter/bullet hell with dynamic movement and risk management. Up to 4 Co-Op players with Controllers."

I'm doing a stealth release, primarily for my own sanity. There is something different about having it out for the World to seen rather than working on it for 3 years and giving up in the meantime (happened twice).

The magnitude of the marketing work ahead is kinda daunting, but at least I have some kind of anchoring to realspace for prospective players.

A game you can play and refund is more tangible than a forum with promises...

1 comments

Yep, you gotta get to release! The first you push all the way through to release is the hardest (at least so I've heard haha)