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Nice, I've heard good things about Raylib. Leaf's Odyssey actually had a pretty short development time, starting in October 2023. I had initially set out with the goal of writing and releasing an entire game by the end of that month, and tried to keep the scope down to match, but one thing led to another, and it turned into a much larger project than anticipated.

In almost every way though, this project went just about perfectly - after I understood the true scope of the game, I had a clear and achievable deadline in May that helped me focus my efforts in the right direction. A wonderful group of playtesters helped me sort out the majority of issues before release, and a couple of them even used the editor to make fantastic custom puzzle campaigns, one of which I'm still in the middle of solving. The post-release updates I've been doing have been a labor of love, and an interesting case of getting to experience my own game as if I'm a new player - by playing puzzles made by other people, I'm seeing firsthand which quality of life improvements would make the most impact, and I'm motivated to implement them to improve my own experience so that everyone else's experience can get better at the same time.

Hope you enjoy the game, and I'm looking forward to playing your puzzles!

That’s a quick timeline! Very cool about your playtesters making campaigns for you to play.

I have been playing a lot and am entirely enjoying it. Working on the last blue key right now in the upper monster-block zone. The eyes are by far my favorite, really enjoyed that section. The slug section really stumped me several times, think I have spent the most time overall there so far.