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A few months ago I launched my first commercial video game, Omnicube. It's a really hard puzzle game set on a talking cube in space. After the initial launch s
by trykondev 8y ago
A few months ago I launched my first commercial video game, Omnicube. It's a really hard puzzle game set on a talking cube in space.
After the initial launch sales bump, we've been earning about $400/month.
We launched the game on Steam, Windows Store, and itch.io.
I'd be happy to discuss any aspect of the project in more detail. Here are the links to the store pages for anyone who is interested:
Steam: https://store.steampowered.com/app/800860/Omnicube/ https://store.steampowered.com/app/800860/Omnicube/
Windows Store: https://www.microsoft.com/en-us/store/p/omnicube/9njcwkrx4mmh https://www.microsoft.com/en-us/store/p/omnicube/9njcwkrx4mm...
Itch.io: https://trykon.itch.io/omnicube https://trykon.itch.io/omnicube
- eb0la 8y agoGreat game :-) Reminds me Sokoban with an evil twist on it. I guess it would do great on mobile; but I am not sure how easy to port would it be since the screen area is quite big. Just for curiosity, how many effort did you need to do the levels? I always tought this kind of games were 20% coding, 80% model design. Am I right?
- trykondev 8y agoThank you! I appreciate the kind words :) A lot of people have mentioned wanting to see the game on mobile, and I do plan to port it later on this year. You are very much correct in assessing the main issue, which is the fact that it's hard to fit a 14x14 grid (plus the surrounding art) onto a small screen. We're considering things like zooming the camera all the way in on the grid itself, and then re-arranging the buttons to the top and bottom of the screen, or maybe giving the user a control to zoom in and out, but we haven't committed to a solution quite yet. As far as distribution of effort, I certainly thought the same when I started the game -- I thought I'd just write the code for the mechanics in a few weeks and then spend most of the time refining the puzzles and level balance. To be honest, though, I found the exact opposite to be true -- I spent probably 3-4 weeks designing and perfecting the puzzles, but all the implementation of the mechanics/UI tweaks/transitions took several months. This was probably partly due to the visual style we decided on, though. The project I'm working on now is much, much simpler visually. Since Omnicube was our first commercial game, we felt a lot of pressure to make it "look like a real game". My thinking now is more biased toward focusing on the content quality and worrying less about what people will think about the professional-ness of the visuals.