Rabid Lion Games


May 13th, 2013

Firstly, I’ve been working steadily on Blip legend for a few months now. I’ve prototyped lots of puzzle elements and have started building levels. Unity is a dream to work with once you get used to it, especially combined with 2d toolkit. Generally everything is going well, but I haven’t got to the point of having something to share yet.

And that’s the problem.

Despite me feeling that this game was of a manageable scope for first commercial title, the pace of development is just too slow. I estimate that I put in between 20-30 hours a week, and taking me ~2 weeks to complete a small area of the game. I estimate that at a minimum I’ll need 36 areas, and that doesn’t include boss battles.

What’s more, I’ll probably want to remake everything at least once more on average because I’m not happy with the quality. Totalled up that’s 72 more weeks of development time in a best case scenario. The reality could be double that because stuff always takes longer that expected.

By this point, I’ve realised that I’m staring down the barrel of 18 months to 3 years dev time on my first game. It’s not impossible, but everything I’ve read says alarm bells should be ringing.

So what are my options?

Well right now I’m creating all content in the game myself, including art, music, and sound effects. That’s easily taking up 75% of my dev time, so getting others in to handle those would speed things up significantly.

The problem is that there is a LOT of content and I’m not in a position to pay people up front for work. Without a proven track record I’m unlikely to be able to get quality help for profit share, and the same goes for crowd funding.

I could drastically shorten the game, but quite frankly it’s already going to be a short experience. Cutting it further would mean that it just wasn’t worth the effort.

The final option is to put this project on hold and start again with a game that’s smaller in scope for my first release. I have a game in mind that would be perfect – low art requirements, smaller game, purely based on a couple of interesting mechanics. I genuinely think I could get to the point of a build ready for play testing by the end of 2013, if not earlier.

It sounds like a no brainer, but I really don’t like the idea of putting my current project on hold.


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