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'Plow through endless waves of monsters in this arcade-action game, harvest their essences for magical potions and earn your spot on the leaderboard.'
About...
Cauldron Crisis originally started as an idea for LudumDare48 (Theme: Unstable), and as my thousandth attempt to, after years of giving up on countless projects, hopefully bring one to it's conclusion. I though the idea was simple, quick to execute, decently entertaining and it fit the theme proper.
Unfortunately real-life events prevented me from finishing the game on time for LD48. Still, having already laid-out the groundwork for the main mechanic and having made a decent design progress on top of that, I've felt this is the game that I'll finally manage to push across that dreaded finish line that every game developer aspires for - a game release.
Countless sleepless nights working on it after my day job, struggling with temptation of abandoning it due to boredom/burn-out and working on this 'brand new super-fun game idea that's infinitely more fun and that I won't abandon for sure' and numerous feature creeps and unnecessary polishing later and here we are: I've released Cauldron Crisis!
Things I've learned...
-Your game idea is not quick/easy/simple to implement - there will always be underlaying mechanics and interactions that you haven't thought of that will run you into a development hole twice as deep than you originally anticipated.
-Doing SFX/Music only in one go for several days (especially if it's for a retro game) will clog your ears and melt your brain. So don't leave it all for the very end of development. Do a bit of everything from time to time as it keeps things relatively fresh and reduces chances of the game becoming too boring for you too quickly.
Final note...
Anyways, I hope this humble game experience helps make at least 10min. of your day a bit more fun! Consider following me on twitter if you'd like to be updated on my next project: @n_n3xy