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Sphoxie Post-Mortem and more!

A long time ago I released a game called Sphoxie on the Apple app store and I had started working on my next game in the UDK but suddenly the Unreal Engine 4 was released so I had to learn that, it was so shiny and fresh. I figured the fastest way to learn would be to remake one of my games and I choose Sphoxie because I believed having controller support would let it show it’s true colors.

I started and all was going well but then I started a new job and lost a lot of my free time and energy and managed to get the game 90% complete but that last 10% took forever but here we are after more than 4 years.

I released Sphoxie on Steam, the process seemed intimidating at first but was quite breezy. I tried getting released on GOG and Indie Humble store but they politely said no however I put it up on itch.io for fun.

I managed to sell an amazing 51 copies, I have accepted that my game is not attractive but I love it none the less. I spent 200 bucks on marketing, on facebook and a community forum, the community forum was way more worth it in the end.

I appreciate the journey and regret taking so long but life, what can you do?

Here’s a video of the post mortem where I show some technical stuff I dealt with and just express my final thoughts on everything.

https://youtube.com/watch?v=eZdh_Tks39U

So whats next? Make more games of course! I’ve already started my next one and will make sure that it won’t take forever and a half to complete, I have made some life arrangements to make that easier.

My “new” game will be a remake of my very first game but for PC, Bizango Blast, a physics destruction game (think angry birds but in 3D)

https://youtube.com/watch?v=9A4pHfT5YdY

In the video I explain what I’ve made so far and my doubts with the art style. I hope you enjoyed this or at least learned from my mistakes.

Happy game making!