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The original prototype was actually on iOS, and the control scheme over there works great (aside from a certain amount of touch occlusion, but that's unavoidable with continuous-input mobile games). I chose to launch on desktop first, though, because as an unknown dev with an unknown game I see a better chance of reaching a market and making money there than on mobile, where it all seems to be about huge advertising budgets nowadays.

Once (if) the game gets a little bit popular on desktop, a mobile port will be on the table for sure. I'd also really like to hit consoles, but I haven't figured out yet how to translate the 1:1 mouse controls over to a thumbstick in a legitimately playable way. I'm sure I'll figure it out eventually, but solving that problem just isn't very high on the priority list yet.