The Ouroboros King, post-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 a success for me. It looks like it’ll pay for the salary I’ve foregone by only working part-time while being just my first commercial game.

In this post, I’ll document what I did since the last update:

  • Finished most of the game by the beginning of January (a bit later than planned)
  • Tried to get players for the beta but didn’t really manage to get too many
  • Emailed streamers by the end of January, and then the magic happened. Some big streamers like Retromation, Aliensrock, Olexa, and Sifd picked up the game and wishlists shot up. All the feedback I didn’t get through the official beta, I got via an increase in players due to streamer exposure, but the deadline was very tight at that point since I wanted to release by February 27th. I’m still not sure whether I should’ve pushed the release a couple of weeks further
  • At the beginning of February, I was contacted by illustrator Isaac Murgadella offering to do artwork for the game. I was hesitant because I feared the game might lose its identity so close to the release date. However, I also feared that the art I had at the moment resembled Magnus Carlsen too much and that he may not like that (I’d emailed his team about it and never got a response). I ended up deciding to go with it, and I’m super happy I did as the game looks a lot better
  • Participated in Steam’s Next Fest and wishlists kept increasing
  • I wrote to j4nw (developer of Pawnbarian), who inspired me to get into this journey, and we decided to bundle together for my launch. He’s been super nice and I’m very happy to work with him
  • Ported the game to Linux (very easy), and I tried to port it to Mac but it wasn’t so easy and I decided to wait after the release
  • With one week left until release, I felt that there were too few relics and sprinted and added ~20 new relics, duplicating the amount
  • Finally released the game on February 27th, and found out that I’d left some bugs in it, so I spent a week patching all bugs that appeared
  • My Discord server grew up to ~250 people and I kept getting feedback and requests for more content

Plans for the future

Given the game’s moderate success, I’ve decided to expand a bit on it with some of the top requests I’ve gotten from my discord, as well as port it to more platforms and localize it to other languages. Here’s an estimated timeline of how this could happen:

  • Infinity mode: you can play endlessly after beating the game. I released the final version of it on April 7th
  • Practice mode: set up a board and play against friends or the AI. Expected by mid-April
  • Content update, with new units and maybe new relics and items. Expected by end of April, maybe later if lots of playtesting is required
  • Mac port. I’m not 100% on the complexity of this, but hopefully, I can have it done by mid-May
  • Localization for German, Spanish, French, Chinese, Russian, and Catalan. Here I need to work on a system that makes sure that all the text in the game is read from a file, so I can easily change languages. After that, I’ll have to send the text to translators. I expect this to be done by the end of May, but I’m aware it could take longer
  • Mobile port as a free demo + in-app purchase for the full game. It will require UI re-design, and making sure the controls work for mobile. I’ve never done this before, I hope it’s done by end of June.

Keep in mind that I’m working on this solo and any real-life issues may delay this plan. But if there are no emergencies I think it’s doable.

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The Ouroboros King, the demo 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:

  • Many new pieces: portal mage, immortal, cardinal, pawn, and fool
  • The item system, including gold rewards for winning battles and a shop
  • A difficulty system to make sure everyone can enjoy the game
  • Quality of life improvements to the initial army and map system, making sure you’re not shown too many new units at the same time and you always have relevant options on the map
  • Some polish to the sounds and new tracks by my brother Licus

With all of this, I am very happy with the demo in terms of gameplay. But there are still many visual improvements that I’d like to add, mainly animations to improve the game’s juice.

Next steps

Since Steam’s Next fest is at the beginning of October and I already have a working demo, I’ll focus on marketing during the following weeks. I intend to test many different things and see what sticks to try to build some momentum before the festival. Make sure to wishlist the game on Steam if you haven’t yet. I’ll surely do a minor update when the cover art is ready, and if I have some time to spare I’ll add some extra animations.

After the festival, I’ll go back to developing the game working on a dynamic monologue system and on content for the other 2 stages.

Thanks for reading and as always, subscribe for more updates.

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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, but I have the satisfaction of having finalised the project and made almost all assets from scratch.

I had no previous experience in video game design, but have coded for some time and I used to draw a lot as a kid. In preparation for the project, I did a 2d platformer Unity tutorial on the afternoons during the week prior to my vacation. I also thought of a whole game concept of a roguelike where you’re an evil weapon (inspired on Nightblood from Stormlight Archive) that is trying to escape its confinement by tricking a human to wield it… but that ended up being waaaay too much and I had to cut the scope multiple times.

Once I had an idea i started planning out the main parts I needed for the project:

  • Level outline and player control
  • Enemies, attack and death animations
  • Aesthetic level design
  • Enemy sprites
  • Player sprites
  • Sound
  • Menu and victory screen

Level outline and player control

For the level outline, I wanted something short since it was my first project. Also the cultist theme made me think of ancient rituals and a Stonehenge aesthetic, including stone monuments. I ended up building a level that consisted of three main parts:

  • A couple of platforms to get the player started on the jump mechanics
  • A plateau with space for a couple of enemies that could be engaged individually
  • A final area where you had to fight many enemies at the same time

As for the movement, I just used the same control scheme that I’d learned from the platformer tutorial, and improved the jump a bit by learning from other tutorials. I also added gamepad compatibility by follwoing this tutorial. Anecdotally, I missed a small step in the middle of that tuto and ended up wasting more than an hour trying to figure out what was wrong…

This is the result after the first iteration:

Enemies, attack and death animations

Since I wanted to do attack animations I needed some sprites that could do that, not just a bean. So, let me introduce you to …

Bean with a sword

I made it and animated it using Photoshop’s basic tools. And since I didn’t want to waste much time I used it for the player and tweaked its size and color for the enemies.

Once I had my beans in place, I started coding the player’s attack controls and the health system. For the player’s attack, I followed this Blackthornprod tutorial. For the health system, I used what I had learned from the 2d platformer tutorial.

After that, I started coding the enemy AI. I started with a very easy approach that ended up doing the job, with no need for extra complexity. This is the AI’s behavior:

  • If you’ve recently been hit wait for a bit, else
  • If the player is in range wait a bit and then attack, else
  • If the player is in sight follow him, else
  • If you’re in front of an obstacle turn around, else
  • Walk in the direction you’re facing

I had also initially planned for “mage” type enemies that shoot fire balls at you, but realised that I didn’t have time to implement that (coding + drawing animations). So I just cut that out of the project.

Mage sketch, inspired by Final Fantasy’s black mages and a staff in Riot’s game design video series

Here is the result after the second iteration:

Aesthetic level design

Something that I wanted to focus on during this project was learning to design beautiful levels such as the ones in Hollow Knight. I searched a bit and found these two awesome tutorials from a small youtube channel.

After tinkering a bit with some elements, the final level setup was:

  • Some fog (from the above tutorials)
  • Black squares to cover “blank” regions
  • 2 or 3 layers of grass paralax in the front (photoshop brushes)
  • The player layer
  • Rocks and walls (copied from google images)
  • 3 layers of half-assed (time restrictions…) mountain paralax in the back
  • A blue sky with stars and a moon that’s too high up to be seen at any moment

I know it lacks polish, but I wanted to finish the project during my vacation so I had to move on.

Here’s the third iteration:

Enemy sprites

My first enemy: the soldier (sword added with PS)

I don’t really like pixel art and I don’t have a drawing tablet, so I decided to draw the characters, take pictures and use photoshop to digitalize them. The traditional way to do this is with the pen tool, but I quickly realized that this would take too much time so I ended up using the magic wand and some filters to make the lines more even. I think the result looks nice enough while being quite fast. If there’s interest I may write a guide detailing my method.

The first step of animating is having a clear character model and the second one id defining which animations. The animations that I needed for the enemy character were:

  • Walk/run
  • Attack
  • Die

Die and attack animations were kind of easy, but running was harder. For the run animation I took inspiration from a shovel knight gif. I used an online tool to break it down into frames and basically copied the leg positions from the frames.

Finally, I added a particle system to simulate blood splashes when the player or an enemy is hit (here’s a couple of tutorials).

Player sprites

I initially planned on having a hooded guy wielding an evil scythe as the player character

The fact that I used the same placeholder sprites for the player character and the enemies and that I was low on time, led me to do the same for the final sprites. I just added jumping and idle animations and called it a day.


The sounds I needed were:

  • Jump
  • Slash
  • Character hurt
  • Character dies
  • Background music (I shamelessly copied the song of the prayer from FF X)
  • Click
  • Victory song

I just recorded all of those with my phone in less than half an hour (all mouth noises). Afterwards, I did some light editing with Audacity and followed a couple of tutorials to get them into the game.

Menu and victory screen

For the menu, I just followed this tutorial and added the player sprites. I also built victory and defeat screens using the same principles.


Here’s the final result:

And that’s it. I learned a lot from this project and had fun doing it. The result is nowhere near what profesional videogames look like, but it does look better than I anticipated.

This project helped me get a better understanding of what making a full game entails, even if at a small scope. It’s an exercise I’d recommend to all aspiring game developers before getting into bigger projects.

Next, I’ll try to make a project with more focus on playability and less focus on assets. Let’s see how it goes.

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