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Welcome to Zeathen Interactive
Hi, I'm Nate, the founder of Zeathen Interactive.
A New Beginning
After leaving a demanding job that drained my energy and enthusiasm, I reached a pivotal moment in my career. I wanted to pursue something that was not only intellectually stimulating but also personally fulfilling. That's when I turned to game development. Initially, it started as a small, experimental project—something to keep me occupied and help me reconnect with the joy of creativity. I began teaching myself the essentials, experimenting, and developing small prototypes, driven by the excitement of creating something unique.
From Hobby to Career
What began as a casual hobby soon transformed into a full-blown passion. I found myself dedicating increasing amounts of time and effort, and before long, this modest project had evolved into something far more substantial. This journey ultimately led to the founding of Zeathen Interactive.
Introducing Hueniverse
The first major product from Zeathen Interactive is Hueniverse—a color sorting game designed to engage players in organizing tiles in their correct sequence. While the mechanics are straightforward, the game aims to deliver a satisfying and stimulating challenge, ideal for those moments when you need a quick mental exercise.
Currently, Hueniverse is available on Android, and I would be thrilled if you gave it a try. Your feedback is incredibly valuable to me, and I am eager to hear your thoughts. The goal was to create an experience that is both brief and entertaining, a small burst of enjoyment whenever you need it.
Be Part of the Journey
I'm genuinely excited to share this journey with all of you. Whether you are a fellow game developer, an enthusiastic gamer, or simply someone with an interest in creative projects, I invite you to join me as I continue on this path. There is much more to come, and I look forward to exploring these opportunities together.
#ZeathenInteractive#GameDevelopment#IndieGames#Hueniverse#ColorSortingGame#IndieGameDev#GameDesign#AndroidGames#CreativeJourney#PassionProject#IndieDevCommunity#GameDeveloper#NewBeginnings#MobileGames#GamingCommunity#SoloDeveloper#CreativeProjects#GameArt#GameMechanics#IndieGameStudio#SelfTaughtDeveloper#LevelDesign#PuzzleGames#CasualGames#GameDevJourney#GamersUnite#MobileApp#PlayStoreGames#FunChallenge#BrainTeaserGame
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First hi to everyone
Hi everyone, I am new to Tumblr and i am a developer, I will share my daily life updates here to store to make some memory blogs
Let's see what will happen Thankyou
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i will make high quality 3d character ready for game or 3d printing. with my skills i will bring your dream to reality and make it shine.
#multiplayerdev#batman#halloween#solodeveloper#indiegamedev#indie games#indiegane#unreal engine#3d character
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The world of video games is a competitive landscape, with established studios battling it out for market share and critical acclaim. However, amidst the titans of the industry, a heartwarming story has emerged – one that highlights the power of passion, perseverance, and a little bit of unexpected recognition. A Solo Dev's Dream: Manor Lords Takes Steam by Storm Greg Styczeń, a solo developer from Poland, poured his heart and soul into creating a unique medieval city-builder and real-time strategy game called Manor Lords. Launched on Steam Early Access in late April 2024, Manor Lords quickly garnered positive reviews and a passionate player base. This success story, however, wasn't achieved through a multi-million dollar marketing campaign or the backing of a large development team. Instead, it was fueled by Styczeń's dedication and the intrinsic satisfaction of crafting a compelling gaming experience. The Witcher Devs Shower Praise A Simple Tweet Ignites a Spark The unexpected twist in this tale arrived in the form of a tweet from CD Projekt RED, the renowned Polish studio behind the critically acclaimed "The Witcher" series and the cyberpunk adventure "Cyberpunk 2077." In a heartwarming gesture of support, CD Projekt RED publicly acknowledged Manor Lords' success, stating: This seemingly simple tweet carried significant weight. For a solo developer like Styczeń, receiving praise from such a prestigious studio served as a major validation of his efforts. Furthermore, the tweet served as a beacon for fans of "The Witcher" and "Cyberpunk 2077," potentially drawing their attention to Manor Lords and expanding its player base. Why Does CD Projekt RED's Recognition Matter? The gaming landscape is oversaturated with new titles constantly vying for player attention. In this environment, independent developers like Styczeń often face an uphill battle in terms of visibility. A single tweet from CD Projekt RED, with its massive social media following, has the power to cut through the noise and introduce Manor Lords to a whole new audience. This exposure can be a game-changer for small studios, leading to increased sales, a more robust community, and potentially attracting valuable resources for future development. Beyond Recognition: A Shared Polish Gaming Legacy The recognition from CD Projekt RED transcends mere publicity. It represents a shared passion for game development within the Polish gaming industry. Both CD Projekt RED and Styczeń are Polish studios, contributing to a growing landscape of innovation and storytelling within the country. By highlighting Manor Lords' success, CD Projekt RED extends a helping hand to a fellow Polish developer, fostering a sense of camaraderie and shared success. The Road Ahead: What's Next for Manor Lords? The journey for Manor Lords is far from over. Styczeń has announced further improvements for the game, indicating his commitment to ongoing development and player feedback. The unexpected boost from CD Projekt RED can serve as a springboard for Manor Lords' continued growth, allowing Styczeń to refine the game and potentially introduce new content that further engages players. FAQs Q: What is Manor Lords, and why is it getting attention? A: Manor Lords is a medieval city-builder and real-time strategy game developed by a single developer from Poland. It has garnered positive reviews for its unique gameplay mechanics and immersive world. Q: Why is CD Projekt RED's praise for Manor Lords significant? A: As a renowned studio, CD Projekt RED's recognition can significantly increase Manor Lords' visibility and potentially lead to increased sales and a wider player base. Q: Does this endorsement signal a future collaboration between CD Projekt RED and the developer of Manor Lords? A: While details remain unconfirmed, the tweet from CD Projekt RED could potentially open doors for future collaborations, partnerships, or even mentorship opportunities for the solo developer. Q: How can players learn more about Manor Lords? A: Players can find more information about Manor Lords through its Steam page or by following the developer's social media channels.
#CDProjektRed#Citybuilder#community#Cyberpunk2077#earlyaccess#indiegame#ManorLords#Medievalgame#Playerbase#Polishgamingindustry#RealTimeStrategy#recognition#Solodeveloper#steam#support#TheWitcher#TheWitcherDevsShowerPraise
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I participated in a game jam and learned a lot 🫠
#the Other Wilds#game jam#video games#art#the outer wilds#indie#development#gamedev#gamejam#Halloween#indie dev#mm#bad#:T#my art#I made this#artists on tumblr#game design#space#space game#video games in space#solar system#planets#moon#spaaaaaaaaaaace#game development#unity#blender#again#it’s not very good and I am actively making peace with making things and finishing them (sort of) even when they’re not okay aaaaahahhhjjj h
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8bit Adventure Alpha in the Works
Hey wanna help me build a game, try it today and suggest addons for obstacles!!
Hey there, what would you like to see in a vide game. What obstacles do you find both challenging and fun. Comment below and I’d love to try to put it in the game. Here is a short demo, you must defeat all the enemies to reach the scary blue screen of void and ultimate possibility. Once again this will run in browsers but you do need a computer to play it. WASD to move around and mouse to…
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Hello everyone! I would like to show you the game I've been working on for the past year. It's a retro-job-adventure where you're the new dispatcher at the Karma City Police Station. The gif above shows the battle system. This is my first game on Steam and is in early access now, I would love to hear your feedback!
https://store.steampowered.com/app/1270850/Karma_City_Police/
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Nightbringer
Genre: Metroidvania
(Work In Progress)
if you re interested , click follow to stay updated :)
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So... I decided to rewrite this game from the ground up. Here is some progress. Been doing all the research I can. #indiegamedev #indiegame #indiegame #indie #SnoleyProductions #SnoleyGames #solodeveloper #SuperRatButtCheese Finally back at it!
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Here’s what I’ve done in terms of mapping. They’re all lacking a bit of detail. Currently focusing on what will be seen in the demo that I plan to release
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This is a level layout study and fast-sketching I've been doing for the last 3 weeks (scratching free moments on the go) to explore and discover level possibilities for Pupai's Kingdom a Pinball puzzle game adventure I'm solo-developing. Enjoy the video and write comments to feedback, you're very welcome.
- Royalty Free Music from HookSounds http://www.hooksounds.co
#level layout#fast-sketching#pupais kingdom#pinball puzzle#pinball adventure#pinball videogame#solo-dev#solodev#solodevelopment#indiedev#indieart#indiegameart#indievideogame#level design#game design#videogame design#gizzofytal
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Transferring Systems across to a new Project: Working Title "Sprite"
After my rumenations last week I set to work in preproduction for a slightly smaller project that still uses a lot of the systems I've been working on.
In this new project, the player takes the role of a houseplant. That's right - we play as the come-to-life plant familiar of an alchemist who has settled in a big empty house on her own. Not only will the adorable tree sprite help with brewing potions and collecting ingredients, they'll also take on much of the housework. For this, their innate elemental magic comes in useful. They can blow wind at cobwebs and dust bunnies, and soak up water to go water the plants in the herb garden and even douse the occasional chemical fire the Mistress of the house might have the misfortune of causing.
The benefit of this project is that most of the core game-loop happens in and around the house, so there is a finite number of rooms I have to create and illustrate. The story is also a lot more fun, cute and simple, and so I don't have to overthink the plot at every corner - it's just not required for the enjoyment of the game.
So here's what I've done on this project so far:
created a simple walk and idle animation for the player (at least for left and right)
implemented move, run and the interaction range check
made it possible for the player to blow a gust of wind in WASD directions
created dustable objects that the player can clean with the wind blast
set up fading walls inside the house - these objects fade when the player walks out of the room. The lights in the rooms are linked to these walls so when they fade, so does the light, which creates the cool effect that the room is still visible but sits in darkness now.
set up a parent planter object into which the player can plant seeds, and set up the basic code for those plants to grow and become harvestable
updated the inventory in this pixel art style, and implemented a few items I know will come up in the game
Containers and a revised trade system shouldn't take long, and same for the dialogue system - everything just needs new graphics, so for the most part it's artwork slowing down the progress.
Here are a few early screenshots.



#gamedev#indiedevlog#devlog#pixelartrpg#pixelrpg#indierpg#indiedevelopment#solodevelopment#solodev#pixelart#gamemakerstudio#gm2
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Fans of Eric Barone, the solo developer behind the global phenomenon Stardew Valley, eagerly await his next project, Haunted Chocolatier. But in a recent interview, Barone, known by his online alias ConcernedApe, made it clear that quality trumps deadlines. This article explores Barone's development philosophy, his dedication to his craft, and the parallels with industry giant Gabe Newell's approach. Stardew Valley Creator Prioritizes Quality Over Hype: Prioritizing the Player Experience ConcernedApe understands the weight of fan anticipation. Stardew Valley's massive success has cultivated a dedicated fanbase hungry for his next creation. However, Barone prioritizes a polished, enjoyable experience over a rushed release. He emphasizes, "[It's better] to have a delayed game that's good than a bad game that's released on time." This philosophy aligns with the famous quote from Valve co-founder Gabe Newell: "Delays are temporary. A sucky [game] is forever." Barone's commitment to quality ensures Haunted Chocolatier lives up to the high standards set by Stardew Valley. This approach fosters a more rewarding experience for players, fostering long-term engagement and positive word-of-mouth promotion. The Passion Project: Freedom and Fulfillment in Game Development Barone's development journey transcends chasing financial success. He reveals, "My goal in life is not making money. I want to create things and share them with the world." This intrinsic motivation fuels his passion for game development. He finds fulfillment in the creative process and the joy of sharing his creations with players. It's a testament to the power of independent development, where personal vision takes center stage. This dedication to his craft resonates with many aspiring game developers. Barone's story highlights the importance of following one's passion in a field often driven by commercial pressures. The Art of the Solo Developer: Challenges and Rewards Developing a complex game like Haunted Chocolatier as a solo developer presents unique challenges. Barone shoulders the responsibility for programming, art design, storytelling, and all other aspects of the game's creation. This necessitates remarkable time management skills and unwavering dedication. Despite the challenges, solo development offers immense creative freedom. Barone retains complete control over the game's direction, ensuring his vision comes to life without compromise. This autonomy fosters innovation and allows for a personal touch often missing in larger studios. Building a Community: Engaging with Fans While Maintaining Focus The wait for Haunted Chocolatier has fostered a dedicated community of "absentee fans," patiently anticipating its release. While Barone acknowledges their excitement, he prioritizes maintaining focus on development. However, this doesn't equate to radio silence. Barone continues to engage with the Stardew Valley community through regular updates and bug fixes. This demonstrates his commitment to both projects and his respect for his existing player base. FAQs Q: When will Haunted Chocolatier be released? A: ConcernedApe hasn't announced a release date. He prioritizes quality and will release the game when it's ready. Q: Why is ConcernedApe not worried about fan pressure? A: He emphasizes his desire to create and share his work, not chase deadlines or financial gain. He feels no obligation to rush the game. Q: Does this mean ConcernedApe doesn't care about fans? A: Not at all. He acknowledges their excitement but prioritizes a polished, enjoyable experience. He continues to engage with the Stardew Valley community. Q: Is ConcernedApe working on Stardew Valley anymore? A: Yes, he recently released a major update (1.6) and continues to fix bugs through mini-patches.
#ConcernedApe#GabeNewell#gamedelays#gamedevelopmentphilosophy#HauntedChocolatier#indiegamedevelopment#passionproject#qualityoverdeadlines#solodevelopment#StardewValley#StardewValleyCreatorPrioritizes
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This’s how I spend ~80% of my free time. Sometimes, “working” more than 14 hrs a day. Fortunately, house is big enough, so I can change a room corner every year :p * #workstations #myworkingspot #gamedevlifestyle #gamedevlife #showmyroom #mydeskview #indiedevelopers #workingonthegame #indiegamedevs #igofordream #dreamchaser #thishowispentmyweekend #thisismyhobby #workworkworkwork #dualmonitorsetup #treemonitors #sharemypride #dirtydesk #thishowlook #solodev #solodeveloper #solodevelopment #ifollowmydream #workharder #soloindiedev (at DreamChaserz) https://www.instagram.com/p/B29FCgPIQl2/?igshid=743wub9kxi6h
#workstations#myworkingspot#gamedevlifestyle#gamedevlife#showmyroom#mydeskview#indiedevelopers#workingonthegame#indiegamedevs#igofordream#dreamchaser#thishowispentmyweekend#thisismyhobby#workworkworkwork#dualmonitorsetup#treemonitors#sharemypride#dirtydesk#thishowlook#solodev#solodeveloper#solodevelopment#ifollowmydream#workharder#soloindiedev
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Podcast 3 - Iteração no desenvolvimento de games
Essa é a transcrição do terceiro episódio do podcast sobre desenvolvimento de games. O episódio foi sobre iteração no processo de desenvolvimento, o que é e como usar para criar seus jogos mais rápido e melhor.
Link para o podcast
A produção de jogos costuma ser longa, além de longa é muito trabalhosa, principalmente por unirmos tantas ��reas diferentes numa coisa só. O problema disso é o controle do progresso, no sentido de testar o jogo e saber se ele está atingindo o objetivo dele. Quanto mais tempo levar para testar a premissa do jogo, maior é a chance de refação e trabalho perdido.
Para evitar tudo isso, o ideal é que o teste seja feito rápido. Para isso o método de iteração foi criado. Na verdade ele já existia em desenvolvimento de software e de design, mas passou a ser aplicado a games posteriormente. A ideia é simples, crie o mínimo que o jogo precisa, apenas o mínimo da experiência e então teste. Quando digo mínimo, é no sentido de que Mario Bros por exemplo, poderia ser testado com quadrados coloridos, e ser implementado apenas o pulo e a movimentação. Esse é o mínimo da experiência que Mario Bros propõe, se isso não for bom, ou não for divertido de jogar, então alguma coisa no projeto do jogo tem que mudar.
Depois disso sim as outras áreas são adicionadas no jogo, a arte, as inteligências artificiais, os sons, as interfaces e etc. Mas cada coisa é adicionada pensando no mínimo que o jogo precisa, o nome disso é MVP, Minimum Viable Product.
Mas na verdade a iteração ela não é apenas numa visão de alto nível do projeto, cada tarefa pode ser pensada dessa forma. Como programador, eu uso isso bastante quando me encontro num problema de lógica maior. Primeiro eu penso na lógica mais complexa e foco nela, o resto eu faço da maneira mais rápida de programar, ainda que não seja a mais otimizada ou a mais limpa. Depois de ter a lógica mais completa, eu retorno ao código, agora sim, limpando, otimizando e etc. Parece retrabalho, mas o que importa é que a feature é implementada mais rápida, e assim consigo ter a noção se está divertido, se funciona, mostrar para outras pessoas e corrigir o projeto, antes de me dedicar aos pormenores.
Claro que como “solodeveloper”, é fácil para mim desenvolver do meu próprio modo. Numa equipe tudo muda de figura. Mas ainda sim prever a refação e levar isso em conta na hora do planejamento torna a produção mais ágil.
Para aplicar esse tipo de pensamento, é só lembrar do mantra de todo designer "Fail Faster", quanto mais rápido você encontrar o erro na sua feature, na sua experiência, no seu projeto, menos tempo, trabalho e dinheiro é perdido. Então é simples, foque na experiência, na percepção, depois adicione e corrija.
Fazia um certo tempo que via desenvolvedores criando tudo do inicio ao fim na melhor qualidade que poderia ter antes de mostrar para alguém, antes de testar e o quão isso trouxe tanta refação e trabalho perdido para eles. Pensar em iterações realmente agilizou minha forma de pensar e de testar e evitar trabalho perdido.
Hoje em dia trabalho com uma série de atividades diferentes e aplico isso em todas, raramente perco muito tempo em algo que não funciona, normalmente identifico o problema desde o início.
Espero que essa forma de pensar te ajude de alguma maneira, eu sou o Daniel Alves, desenvolvedor de jogos e programador e obrigado por ouvir esse episódio.
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Today is a day to celebrate! Exactly a year ago the development of the "Karma City Police" started. I confess that at first I didn't think it would be such a long run, but I don't regret it at all. I learned a lot on the way, route corrections were applied relatively early, and today the project is becoming something really special. Right now the development is in a very pleasant moment, where all the programming, gameplay, level design, story script, graphics and a good part of the audio are ready, and I'm just inserting the story and progression into these systems. The game is in early access too! Check it out! https://store.steampowered.com/app/1270850/Karma_City_Police/
#indiegame pixelart adventure battlesystem pinball rpg gaming solodeveloper retrogaming gamedev indiegamedev indiedevbrasil indiedev adventur#indiegame#pixel art#Adventure#gaming#retrogaming#solodeveloper#gamedev#indiegamedev
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