On February 27th, I celebrated a year since the release of The Ouroboros King. I’ll use this opportunity to share some of the numbers and analyze the value and efficiency of my actions. I also wrote a post-mortem concerning the game’s development and release. Results Steam: iOS (released in November): Android (released in November): Costs:… Continue reading The Ouroboros King, 1-year post mortem
Tag: game development
The Ouroboros King, development post mortem
This post will be a summary of how I developed The Ouroboros King, a chess roguelike, and my first commercial game. The post will cover development until its release, including planning, marketing, and coding. I will cover what happened post-release in a future post. I initially wrote a “more narrated” post but it felt too… Continue reading The Ouroboros King, development post mortem
The Ouroboros King, launch devlog
The game was released about a month ago (February 27th, 2023), and it’s sold over 5000 copies (I estimate ~30-35% of sales will get into my bank account after discounts, VAT, Steam cut, and income tax). This would be a flop for indie studios with multiple people, however, I’m doing this part-time and it is… Continue reading The Ouroboros King, launch devlog
The Ouroboros King, the item system update
Hi everyone, during the last few weeks I’ve been on vacation, which has allowed me to spend a lot of time adding more content to the game. Since the previous update, I’ve added: With all of this, I am very happy with the demo in terms of gameplay. But there are still many visual improvements… Continue reading The Ouroboros King, the item system update
How I built my first video game
I’ve always wanted to learn how to make video games, but I just had never gotten to it. This August I decided to change that. I had a two-week vacation in a remote and quiet place and used my spare time to build my first game. The final result is a short and unpolished game,… Continue reading How I built my first video game