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Nice, thank you so much! This is very inspiring, thank you for sharing. I wonder  how much time did you spend developing the game?

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That’s a tricky question to answer! Between both the web and Playdate versions, I must have spent dozens of hours working on Skwish. But that was split across sporadic evenings and weekends over several years.

Yes, totally understand, most of us developers are in the same situation, it's hard to keep track of how many ours we put in this projects. Thanks a lot an congratulations, these are very good numbers for such a niche product as the Playdate is!

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I couldn’t answer this question for Gravity Express either.

I intend to track my time for future projects, but part of me doesn’t want to know because

  • It makes my hobby feel more like work. When you don’t track time, you are only concerned with money around the release date.
  • It pushes me to spend time on PR, which might or might not be fun.
  • It makes think about money while I should just be enjoying myself
  • Hard numbers might be disappointing.

“Ah, so you made a model railroad and displayed it in the local church for $1. How much money did you make off that?”

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Couldn't agree more with this statement.
Rough estimates should be enough (spending 2 months on it for example). Getting too detailed will most definitely ruin some of the fun of making games, especially if you're doing this as a hobby.