Looking back


It's been almost a year since the release of the first chapter of Shard of my Soul, and quite a while longer since I started the development. It's time for a little retrospection.

The good stuff:

  • People actually download, play and enjoy the game. The amount of support, encouragement and constructive criticism is really great. It gives me energy to work on the game, even when it gets hard and tiring. Thanks everyone and especially to my Patrons - please know that your support is deeply appreciated.
  • Releases of all chapters were pretty regular, without delays and without major screw-ups. That's a trend that I want to continue. Overall, the game grows nicely, later chapters having more content compared to earlier chapters.
  • I learned a lot about game development, Ren'py, python, computer art and music (and writing, chemistry, lockpicking, drugs, economics, law and many more subjects). That hopefully translates to improvements over time, the whole game getting a bit more polished.
  • Android build. It was something that I dreaded, because there was a lot that could go wrong, but the process was actually pretty smooth and painless in the end.
  • Resources. It wouldn't even be possible to start developing the game without all the artists and developers sharing their awesome assets and knowledge - software, images, photos, music, sounds, recordings, brushes, scripts, articles, guides... And most often for free! Thank you!

The stuff that could be better (and hopefully will):

  • Art fixes. Some art had glaring issues that had to be fixed, some had to be reexported, some backgrounds had to be adjusted and some completely changed... Why not do it properly at the first go, right?
  • Testing should be a bit more thorough. While there weren't any game-breaking problems, there were still some obnoxious bugs that could've and should've been avoided (eg. missing images, unreplayable replay). I'll try to do a better job.

That's all for today.

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