The very first game I can remember making as a kid was a dumb space shooter that I made with Game Maker for MS-DOS (no relation to the modern Game Maker), but the first one I released to the public was a basic platformer called Godawful Quest. It was made for the “I Can’t Draw” game jam in 2019, which I saw as an opportunity to finally release something with no pressure to make it look pretty. The whole thing also ended up being a metaphor for a lot of my frustration in trying to make games up to that point.
The most important thing I learned from it was how to scope and finish something.
It’s not necessarily worth playing, but here it is anyway:
I’ve spent the past few months revising and reworking some core mechanics, filling out skill sets, and improving the GUI and QoL. This week I am starting design on the final dungeon, which has been challenging to work on. Since it’s the final dungeon, I feel like I need to step up the complexity while still keeping up with thematic elements, so it’s going more slowly than the simpler early levels.