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(+2)

As I mentioned earlier, this update took 10 months as it involved creating a new game in many areas and porting elements from the previous one. I also spent nearly 3 months updating RBL2 during that time.

Considering the work completed since I started developing games:

In 3 years and 1 month:

- RBL1: around 4 hours of gameplay (completed)

- RBL2: around 16 hours of gameplay (in progress)

- Genex Love: around 16 hours of gameplay (completed)

- 2 Love Genex: around 1-2 hours of gameplay (in progress)

Sorry if it feels like this isn’t enough, but I’m just one person trying to make games, and this is what I can offer.

(+1)

First of all, I want to say that your games are very good, and Genex Love is especially remarkable to me. I believe that many fans, like myself, recognize and appreciate your talent. That said, I would like to share a constructive suggestion about the pace of updates.

The problem is that your updates are inconsistent, receiving almost 1 to 2 updates per year! If we receive 3 updates or more, it's a profit!

I know that development can be challenging, especially for someone working alone, but perhaps prioritizing the completion of one project before starting another would help maintain a more consistent flow, making the process less overwhelming.  I've seen countless games abandoned because of this, due to lack of focus, not to mention life's obstacles!

One possibility could be to finish Reboot Love 2 before starting to seriously develop Genex Love 2, after all it only has 2 hours of gameplay, which I assume is in the early stage. Focusing on one project at a time could make the updates more regular and predictable, and stop making more games when your hands are full. which I think would be very pleasing to the community!

If it's feasible, considering the help of a small team could be a great idea to lighten the load and allow you to focus on what matters most: creating unique experiences for your players!

Thank you for your work on Genex Love, I'm excited to see what's next.

(+1)

I understand what you're saying, but I’d like to clarify a few things. Genex Love 1 has had nine updates since March 2022, averaging about one update every three and a half months. I’ve managed the same frequency for RBL2, resulting in a combined update rate of nearly once every two months.

This year, however, has been especially challenging. I’ve been dealing with personal struggles, including bouts of depression and persistent health issues like back pain, difficulty breathing through my nose, growths in my groin, and acid reflux, to name a few. I’ve also had to spend a lot of energy visiting doctors and undergoing various exams and three surgeries. My family has needed more of my support due to their own medical issues, so it hasn’t been the easiest year for development. Despite everything, I’ve done my best to keep the games moving forward.

I get what you’re saying about finding help or building a team, but I’m facing two main obstacles. First, finances are tight, and what I make currently is just enough to support my family. Second, I’m not sure I’d be comfortable working with someone else in this process. Still, rest assured, I won’t abandon these games—they’re my passion and life’s work, and nothing but death will keep me from creating them. I’m optimistic that the first 2 Love Genex update will be ready soon.

In fact, Genex Love was their game with the most updates, 1 every three months, this was clear to the patrons. We  f2p waited an extra month or when a caped hero leaked the game on f95zone, which was tough, but it happened time in time. Either way, again, you should focus on one project at a time as a solo developer, to reduce your workload and improve your health.

It’s completely understandable that personal issues can interfere with work, especially illness, as there’s no set schedule or timeline… especially in something as demanding as game development, especially with complicated health situations.

However, this could be a sign that it might be worth reviewing the development plan and considering changes to the update strategy. Keeping players informed about progress and realistic deadlines can help create expectations that are more in line with reality.

While you may not have the resources or confidence to hire or work with someone else, you may want to consider alternative support options, such as collaborating with other developers on a temporary basis, working on job boards, or even seeking creative partnerships that can help keep the work flowing even during tough times.

If finances are a major obstacle, you may want to explore alternative ways to raise funds. Consider a steady job to provide a more stable life for yourself and your family. A steady job provides a predictable income and can alleviate the financial stress you’re facing. With a secure source of income, you wouldn’t have to rely solely on monetizing your game to support your family.

With your income secure, you could reinvest it into improving your project, such as development team or tools for larger updates, increasing your long-term return. Additionally, without relying on your game’s profits, you would have more time to take care of your health and maintain the quality of your project. And having a steady job would allow you to truly evaluate your game’s potential without compromising your current financial stability.

Anyway, 2024 really wasn't your year. But don't let that discourage you, focus on one project and take it slow and gradual. Don't overwhelm yourself, take better care of your health and look for alternatives.

And may 2025 be better than this year for you, That's my best wishes for you!