return to table of content

Show HN: Mazelit - My wife and I released our first game

selfie
33 replies
17h26m

The website is something else! https://something.pink/. It is really fun to use. Privacy being the bathroom is funny!

anoncow
10 replies
7h52m

The privacy policy is also well written. I didn't know you could not have a cookie pop up.

mgkimsal
5 replies
6h38m

That’s sad and frustrating that we’ve come to this point. I posted a web service I’d done and someone questioned that. I was told “you have to have a pop up - it’s not legal to run a site without that!” (Paraphrasing). I despair of what we’ve turned the web in to.

avandekleut
2 replies
5h36m

Im not sure if youre joking but I get a cookie popup when visiting this link.

janosdebugs
1 replies
5h28m

Ohwow, they walked back on it. I guess their analytics were worth more after all.

madacol
0 replies
2h56m

github.blog ask for cookies, but github.com does not

mgkimsal
0 replies
6h16m

Thanks!

khaki54
3 replies
6h24m

Apparently you only need the popup if you are doing something nefarious. Otherwise it's not required! Yikes!

kbutler
1 replies
4h20m

This does not appear to be accurate.

The official EU GDPR site says that consent is required for anything except "strictly necessary" cookies.

https://gdpr.eu/cookies/

"To comply with the regulations governing cookies under the GDPR and the ePrivacy Directive you must:

Receive users’ consent before you use any cookies except strictly necessary cookies."

There are no exceptions for not "nefarious" or "fishy" - only if there is no way your site can function without every cookie.

Legitimate reasons to use cookies that are not strictly necessary include analytics, optimization, user experience, social media sharing, sign in with (third-party IDP), incorporating content or code that is hosted on other sites, and more.

I recognize and agree with the dislike for this, but if it's inaccurate, I'd love a correction.

Fire-Dragon-DoL
0 replies
1h12m

I mean, you can write a website that doesn't require any of that. social media links for authentication (if the website requires authentication) are strictly necessary.

Analytics and optimization are things the eu is trying to prevent, so of course you get a popup.

littlestymaar
0 replies
4h39m

Yes, and it's why European privacy conscious people get mad when people complain about the EU making the user experience on the internet worse: the EU isn't mandating cookie banners at all, it just requires user consent before doing fishy things with their private data. But if you don't do anything fishy with those data (like selling it with 678 “partners”), there's no consent to get.

tracyhenry
6 replies
16h39m

+1 really well made. I wonder if there's a framework for making these kind of websites?

janosdebugs
4 replies
12h57m

BabylonJS indeed. We had a tutorial up on our previous YouTube channel, if there's interest, we'll reupload it.

Atotalnoob
3 replies
11h58m

I’d love to see it

tracyhenry
1 replies
2h51m

looking forward to it!

lloeki
3 replies
6h52m

Connected to this I laughed at the piles of toilet paper packs in the "contact" entrance.

mechanicalpulse
1 replies
2h56m

I enjoyed the names and headlines on the bathroom reading materials. The free look mode on the cam is fun.

janosdebugs
0 replies
2h38m

I hated my wife when she made me build the textures for the reading material. I guess I was wrong. :D

janosdebugs
0 replies
6h47m

This may or may not have a connection to reality.

YeGoblynQueenne
3 replies
3h52m

Hey that Broomrocket stuff looks interesting. And nary an LLM in sight.

janosdebugs, could you comment on the tech behind it?

janosdebugs
2 replies
2h42m

Well spotted, no LLM in sight. We published an academic paper on Broomrocket[1]. Currently, it uses spaCy[2] to process the sentence into a semantic data structure and then uses the placement algorithms to create a list of volumes and placement preferences in 3D space. My wife is currently working on replacing spaCy with a custom NLP library in Rust working purely based on formal methods. This will become a larger product suite in the future.

[1]: https://dl.acm.org/doi/10.1145/3648233 [2]: https://spacy.io/

YeGoblynQueenne
1 replies
16m

Thanks! Well, if you folks are interested in formal methods and learning, then you might be interested in Inductive Logic Programming. Here's a link to my work:

https://github.com/stassa/louise

The referenced papers include some examples on learning a simple CFG for a small set of Magic: the Gathering examples. More recent work looks at solving mazes and taking names (under review).

One of our PhDs is working to implement all this in Rust btw.

Sorry for advertising my work on your post :)

janosdebugs
0 replies
5m

Awesome, thank you, we are definitely going to take a deeper look!

tasuki
2 replies
11h47m

Headquartered on Webgasse no less. I wonder if that's intentional or accidental!

janosdebugs
1 replies
11h15m

That is accidental and we actually didn't even realize. :D

ykonstant
0 replies
6h35m

The potential for puns is infinite. INFINITE!

12907835202
1 replies
10h12m

I gave up after watching the cake loading animation for 2/3 minutes. Might be a HN hug of death or something

janosdebugs
0 replies
8h52m

It's working now, but it may have been a hug of death indeed. The website is running on a tiny server as it usually doesn't get a whole lot of traffic. :)

self_awareness
0 replies
5h27m

"Privacy policy" in the toilet! Nice.

IshKebab
0 replies
11h46m

Ha the hamburger is genius. How has nobody done that before? (afaik)

SCUSKU
26 replies
19h48m

Congrats on the launch! I would say though I think you should up your price to at least $9.99. A $3 game makes me think it's low quality, which it's not. So you ought to price your game appropriately.

LZ_Khan
10 replies
19h11m

Pricing is a funny thing. You'd think lower prices would lead to more demand.

xanderlewis
5 replies
17h22m

It is indeed. It turns out that the classical ‘supply and demand’ relationship only makes sense in fairly restricted settings. When it comes to consumer products like entertainment, it’s far more about psychology than rational value estimation and calculation.

If your product isn’t selling, (paradoxical though it may sound) raising the price can be a much better idea than lowering it and potentially both tarnishing your brand and making less profit at the same time.

And this is without even considering the notion of Veblen goods, which is an even more extreme example.

bschmidt1
2 replies
14h35m

A lot of people who have never sold a digital product say stuff like this, but there's definitely a very obvious and gigantic market for low prices.

As somebody who has released several games and apps where some did well and others were crickets it seems like a combination of randomness/timing, visibility (related to the previous), and simply - is it good or not? If your game is amazing people will jump through hoops to try to play it. You can sell a great game for $40 or $60, and a very great game for $60 then $15/month to keep playing.

But you can't raise the price on a low-quality product and expect a great sales response. A lot of investor types say this out of hopes, or because they want that racehorse to run faster, but IME it's: Is it good? Charge market. Otherwise, free or freemium, you might even have to give away the code to get developer interest to help.

xanderlewis
1 replies
7h50m

But you can't raise the price on a low-quality product and expect a great sales response.

Well… obviously.

My point wasn’t that raising the price is always a good idea; it was that it sometimes is. It’s worth mentioning because even the idea that it’s sometimes sensible is surprising to many.

bschmidt1
0 replies
1h18m

Of course there are good reasons to raise prices, but low or no sales is not one of them.

pkulak
1 replies
16h1m

I think if raising the price of your game increases demand, that’s a textbook Veblen good.

xanderlewis
0 replies
7h53m

I’m not sure there is a formal definition, but it seems that Veblen came up with the idea because he was thinking about conspicuous consumption, which is slightly more specific.

It’s not that the high(er) price itself makes the product desirable — it just happens to help tell the right story about the product.

VS1999
3 replies
18h25m

It is strange. Games have well defined pricing tiers that players and developers have worked out over time. $3 is generally considered somewhere between "trash you buy as a joke" and "a very short game without much in it". Does anyone know if there's any other markets that work like this? I can't think of any.

Games going on sale at launch also makes me assume its just because no one is buying it, but apparently more people buy games at launch if it says they're on sale. I don't get it.

selfie
0 replies
17h29m

Err... most things. Furniture for example.

janosdebugs
0 replies
8h39m

Launch sales seem to be pretty standard on Steam, you can only set it up before the release and you can't change it afterwards AFAIK.

jamilton
0 replies
14h1m

When I was looking for a mattress recently, I wanted something affordable, but I shied away from really cheap options, because I was afraid they'd be very low quality. Similar reasoning could apply to many things.

t-3
2 replies
11h26m

Games under $5 are easy impulse buys and never regretted or refunded unless they don't actually run on my system. $10 would make me question "do I really want to buy this game?", which more often than not is a "no" or "not now", and so it just becomes another slot on the wishlist to be scrolled past and added when it's on sale.

thih9
0 replies
10h49m

At the same time if you want to validate a new idea, you want to know how many people say yes to “do i really want it” and not how many people impulse buy.

szundi
0 replies
10h42m

At the same time 2.5 times less buyer is the revenues

AnonHP
2 replies
13h24m

Strongly disagree. A price of $9.99 may seem “quality “ to you, but may be out of reach for many people (including, but not limited to, those who are not in developed countries). I’d rather have a lower priced item that allows people to pay a lot more at the time of purchase or perhaps a reminder (not annoying, and only once) to donate/pay more on reaching a certain level.

A price of $3 may be an impulse buy for some people, while a price of $9.99 may be a pause to evaluate that against other purchases.

Customers with higher disposable incomes can be targeted with additional content (DLC) or digital merchandise.

sspiff
0 replies
13h15m

Steam allows for adjusted pricing based on country. It is common for games to cost more in US/EU versus other regions.

Additionally, and perhaps perversely, much of a games sale volume tends to be generated during seasonal promotions (Steam Summer/Winter Sale, etc).

Pricing a game at $3 doesn't give you anywhere to go in terms of a discount.

dotinvoke
0 replies
12h30m

I’d rather have a lower priced item

That’s what every customer wants. But game companies that sell at $3.99 don’t tend to release many high-quality sequels.

nfriedly
1 replies
17h12m

I don't know... at $10, I almost certainly would have just passed. At $3 I decided to buy it, and then when I saw the source for a couple of bucks more I bought that too.

fendy3002
0 replies
15h14m

That's why you price it at $7 and down to $3 during sale

janosdebugs
1 replies
12h41m

We were debating this exact thing back and forth and decided for the current price based on expected playtime. By now, I have 10+ hours in the game, but you can beat the game to level 80 in roughly 4 hours, which equates to 1$/hour or the regional equivalent in price. We made the style and source code DLCs for people who were willing to pay more or support us, but wanted kids with low allowances to be able to buy the game as well.

Tmpod
0 replies
7h19m

Thank you for the explanation, that makes sense. I will be buying your game and most likely the DLC too! Congrats the on the launch and good luck with your future projects :)

eek2121
1 replies
18h16m

Disagree. If you agree, buy it and leave a review.

janosdebugs
0 replies
12h58m

You just made our day, we were laughing do hard. :D

tysam_and
0 replies
19h40m

Or even $7.99, that or $8.99 is sort of a nice line between signaling "very cheap game" and "potentially short but enjoyable experience for the evening worth the gamble to find out if so".

I can't speak to it in general, that's just my 2c on the matter/issue without really knowing too terribly much about the game (or game development in generally, really, I'm just a consumer here! XD). <3 :'))))

riidom
0 replies
18h19m

Wasn't Vampire Survivors originally 2.99? I just checked, it's 4.99 now but I think it was cheaper in the beginnings.

The point is, 2.99 is a "no think" price tag, while 9.99 is a "wishlist and consider when discounted" price tag.

Bu that's only my tl;dr of this blog post: https://howtomarketagame.com/2022/01/31/vampire-survivors-su...

loteck
0 replies
14h35m

Do commenters like this ever stop to consider people who cannot afford to pay higher prices, before encouraging creators to arbitrarily raise prices higher than the creators have already calculated? Do these commenters ever stop to analyze their world view that leads them to believe the litmus test for quality products is whether the product is priced like an Apple product?

rileytg
4 replies
19h35m

Out of curiosity, why not release for mac if its made with godot?

janosdebugs
3 replies
12h27m

We don't have a Mac and couldn't justify the cost of getting one for now. It's not just Godot, we also have to compile the C++ gdextension and we also want to only release on platforms we have actually tested the game on. (That's why there is DualSense support, but not DualShock. In theory it should work, but we couldn't verify it.)

With the source code DLC it should be possible to compile everything for a Mac regardless, even if it's a bit of work. If we make enough money from the game, we might reinvest it into a Mac. :)

dimava
2 replies
7h7m

According to PirateSoftware (who makes Heartbound), just compiling the game for Max is going to cost you at least $1000 (Mac Mini + XCode license + time)

The number of sales is, however, negligeable - Mac has just 1.38% Steam users

PirateSoftware told [1] that the Mac was 0.02% of their sales - one in 5000 sales (and thus he dropped Mac support)

Don't reinvest in Mac for sales before you do the math.

If you just want a Mac, get a Mac. If you don't want a Mac, don't bother

[1] https://www.youtube.com/shorts/qRQX9fgrI4s

kevincox
0 replies
3h58m

I run into this dilemma a lot, not even for profitability.

I would happily test my software on macOS and Safari, but I'm not paying for that privilege. So a lot of my stuff just doesn't work. But Windows, Edge (and previously IE) and Chrome and Linux are all easy to test on so I do even though personally I only use Linux and Firefox.

janosdebugs
0 replies
6h59m

Thank you for the additional confirmation. We have seen the same stats, which is why we didn't buy a Mac so far. We could build it on GitHub actions, but we wouldn't be able to test it that way. However, depending on the game, the target audience may have a higher percentage of Macs. BlockBawks, our upcoming game, may have a disproportionately higher number of Mac users who are interested in the game because it's dealing with a programming topic. Ultimately, I'm afraid you may just be right and getting a Mac Mini may not be worth it.

mysterydip
4 replies
20h16m

As someone transitioning from traditional programming to Godot and running into a myriad of "I know what I need to do, just not how to do it", I appreciate adding the source as an option.

teaearlgraycold
3 replies
19h56m

That’s something GPT4 is usually good at helping with

lkschubert8
1 replies
19h47m

It’s a little rough around the edges for godot 4. It’s still only trained on godot 3 docs and examples as far as I can tell.

hackable_sand
0 replies
7h49m

Shader code though, that's a different story.

owenpalmer
0 replies
1h0m

GPT is basically useless for Godot 4

SingAlong
4 replies
12h28m

Congrats on releasing the game ~! A year is a very short time to release what looks like a polished game from the screenshots.

Just got the game to read the source code. Looks like Steam requires that I install the game in order to view the source, and that isn't possible because I am on a Mac. Hopefully some day :)

janosdebugs
1 replies
12h12m

Oh wow, that's not good. We'll get in touch with Steam support and see if we can do anything about that. Would you mind dropping us an e-mail to make@something.pink so we can contact you when we sort this out?

janosdebugs
0 replies
8h57m

@SingAlong thanks for the email, we responded, please check your mail.

tjungblut
3 replies
8h54m

Two gaming Hatters from Austria? Of course it had to be Sanja and János. I will check your game later on deck, but congratulations on launching :)

dobsonj
1 replies
3h28m

I had exactly the same thought (Hi Tomas and Janos) :D

The game is really cool, well done! It feels like a modern twist on pacman, but with space alien snakes and upgradable super powers. Should make for a good lunch break game.

janosdebugs
0 replies
2h22m

OMG we love that description, that kind of summarizes the game perfectly. (Also: :waveemoji:)

janosdebugs
0 replies
8h53m

LOL small world indeed. :D

marcelfahle
3 replies
7h29m

I love this, looks really well done. I don't have a windows computer or steam deck but just got a copy anyway because I like the whole story and vibe around it. Also great that you offer the source as DLC as well, I will def check it out! I wish you both the best of success with this! :)

janosdebugs
1 replies
7h4m

Thank you very much! If you have a Mac, you may have trouble downloading the source code DLC so drop us a mail if that is the case: make@something.pink

vertis
0 replies
6h17m

I'm a Mac user as well, and I bought the Game and DLC. It's such a great idea. Congrats on the game launch (I'll wait patiently for a Mac version rather than trying to get the DLC working), but it was more about supporting the concept than anything.

digging
3 replies
20h13m

How did y'all find working in Godot? Any DX or workflow recommendations? I've bounced off it a couple times after getting impatient with slowness and other minor frictions, but I really want to like it.

janosdebugs
1 replies
12h49m

Can't speak to Godot 3, but v4 has some infuriating bugs, unfinished features and idiosincracies. The interaction between scenes and code caused us to lose data more times than we can count and the dev team seems to be completely overwhelmed with the number of issues.

That being said, it is an engine that works and is used by enough people that you'll find bugs reported on the things that bother you, so you'll at least know if something is broken.

We found that doing as much as possible in GDScript and as little as possible in the editor is the way to go. The only time we had performance problems was when adding nodes (for some reason adding nodes is insanely slow). The multithreading is also still in need of work, but thread groups will, hopefully, solve the problem in the future.

We are currently looking into Bevy and Fyrox for BlockBawks since it needs a custom simulation engine, but we are still unsure. (It currently has a semi-working version in Godot, but spawning several 100k nodes is creating problems and will need optimizations.)

nkrisc
0 replies
8h58m

For 100k of anything in Godot you will likely want to skip the node abstraction layer altogether and just use the various servers (PhysicsServer, RenderingServer, etc.) directly.

xyst
0 replies
13h3m

switched to bevy

mantovanidaniel
2 replies
19h31m

Amazing, I just bought.

janosdebugs
1 replies
8h55m

Hey, just noticed your comment about OSX above. If you bought the source code DLC and you are having trouble downloading the source on Mac, please drop us a mail: make@something.pink We are just now trying to figure out a short-term solution for downloading the source package on Mac.

juice_bus
2 replies
20h29m

Did you end up using GDScript or C#?

laserDinosaur
0 replies
18h8m

In the screenshot of the DLC it shows GDScript.

janosdebugs
0 replies
12h23m

We used GDScript, more than 5000 lines of it.

fairramone
2 replies
18h41m

Does it work on a Steamdeck?

janosdebugs
0 replies
12h5m

Yes, I have 5+ hours in it on the Deck. The only thing worth mentioning is that the in-game key bindings menu works slightly better than the Steam overlay because we didn't integrate Steam Input.

ThinkBeat
2 replies
19h26m

I watched the video on the Steam site and I dont understand the game at all.

At one point it sort of looks like a modern version of snake. But that it is not.

It sort looks like they are running over a circuit board. What are those green v shapes mean?

Then perhaps Pacman Seems a bit Pacman. Gobble energy pellets?

shermantanktop
1 replies
18h50m

Whether the game mechanics are totally obvious from a video or not is pretty game-dependent. The voiceover made it clear enough what was going on to me.

janosdebugs
0 replies
12h30m

Wow, that is really valuable feedback, I suppose we should rework the trailer to work without voice-over too. Thank you!

wg0
1 replies
12h17m

This could be a unique company idea and business practice that sells source code as DLC under a restrictive license.

Imagine Rockstar selling GTA-5 source code as DLC priced at 99.99.

janosdebugs
0 replies
12h10m

If it was buildable from source, I would buy a source code DLC for a great many games. However, I imagine that would not be possible for a lot of games because their engine is proprietary and their legal department would have something to say about that, too.

txomon
1 replies
7h32m

Wow this looks good! Any chance you will be distributing for native linux?

janosdebugs
0 replies
5h43m

Yes, the Steam version already includes a native Linux binary and we tested it on both the Steam Deck and Ubuntu 22.04. If you run into any trouble, please let us know.

spxneo
1 replies
20h3m

Congratulations this looks really slick and wish you many sales

nate
0 replies
19h47m

Same. Nice work!!!

speps
1 replies
20h7m

Congratulations, it must have been a difficult decision! Shipping a game is an amazing achievement and I like the creative way of releasing the source code!

Make sure you've properly licensed the code, people have no conscience sometimes and will release your game again without crediting you...

janosdebugs
0 replies
12h34m

Thank you! Apart from the Godot engine and the Rubik font (which are correctly attributed with detailed licenses in the game in the "Credits" section), we made everything in the game ourselves (code, graphics, sounds, music). The source code includes 3 MIT-licensed libraries we made, too. These are available in the source code DLC.

As far as people re-releasing our game is concerned, the source code DLC is licensed under the Steam Subscriber Agreement with a few added grants for mods and making videos, so legally nobody is allowed to re-release our game as a whole or even reuse the non-MIT parts without asking first. If anyone wants to re-use parts of the game in their own game, they are encouraged to contact us. (We definitely won't make a fuss about minor parts of the code when asked, but re-releasing the entire game is out of the question.)

rdl
1 replies
18h48m

Just ordered, although the low price buckets it into "probably not worth it". I'd price it ~$10 and do a discount instead.

janosdebugs
0 replies
12h7m

Thanks for the feedback, we were debating this a lot.

janosdebugs
0 replies
12h25m

Not really, we're old but not quite there yet. :)

mantovanidaniel
1 replies
19h0m

I would to play in OSX :(

janosdebugs
0 replies
12h7m

Once the game makes enough money, we might reinvest into a Mac to ship it for that platform, too.

m3kw9
1 replies
14h36m

Send some codes so streamers can give it a go

janosdebugs
0 replies
12h24m

We did send it to a few, haven't received any replies yet. Do you have any in mind?

dilyevsky
1 replies
17h29m

Off-topic since I'm not a gamer - I checked out your website and it reminds me of early 2000s when these sort of cool websites were popular. Nicely done! Just one nit though - shouldn't News and Privacy rooms be swapped tho? =)

janosdebugs
0 replies
12h23m

Had a good laugh. Now that you mention it, we can't quite decide ourselves.

barfard
1 replies
18h38m

How'd you stay motivated enough for 3 months? Were you'll really that passionate about this game idea?

janosdebugs
0 replies
6h38m

My wife was annoyed at not having released a game for almost a year and she set a hard deadline with the smallest game idea she could think of. It became fun when the game became playable and if we had to do it again, we'd focus on getting to that stage much earlier. The game was finished before the deadline, so we even had time to polish, balance the game mechanics against each other and add a touch interface for the Android release that never happened, but made it into the source code DLC anyway. Previously, we had spent way too much time switching back and forth between Unreal Engine and Godot, not being able to decide or finish anything. Kicking each other's behind to finally get it done also helped a lot.

anArbitraryOne
1 replies
6h22m

This looks great! I'm going to add it to my steam wish list and buy it when it's more than 50% off because that's what I do with everything

janosdebugs
0 replies
6h21m

Now the pressure is on, summer sale it is then.

_flux
1 replies
9h21m

Wouldn't it make sense to release it on Android as well, given it should probably be quite easy with Godot, or is that market just too saturated and attract cloners?

Though you'd need to think about how to do the controls on touch screen.

janosdebugs
0 replies
8h41m

We tried, the source code DLC has a full touch interface, but we ran into a Godot issue when doing the testing in the Google Play Console where we'd have to switch back to the GL renderer which, unfortunately, makes the game unplayable. It works on our devices, but we don't want to ship something that is likely to break on a number of devices.

Hexigonz
1 replies
20h2m

My story is similar to yours except I'm a little younger. My game comes out this summer. I'll definitely grab your demo, and I just want to say you should be really proud of this accomplishment.

janosdebugs
0 replies
12h31m

Good luck! We learned a lot simply from the process of releasing the game. Wish we had done it earlier since now we feel ready for slightly larger projects and know we can push it over the finish line.

1123581321
1 replies
19h40m

Just bought it. Looks like a nice little game. Wishing you many more successful releases.

I am curious what roadblocks you ran into if you'd like to share more about your Godot experience.

janosdebugs
0 replies
12h15m

Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.

The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).

[1]: https://github.com/godotengine/godot-proposals/issues/8850

sjagoe
0 replies
9h22m

Congratulations on your launch!

I went to have a look and maybe wishlist it, but at that price it was an easy impulse to just buy with DLC to support you. Good luck with your future games.

nhggfu
0 replies
11h44m

great work OP + mrs OP. good luck w/ the project.

m3kw9
0 replies
14h36m

Looks decent and could be fun

kakashifr
0 replies
13h38m

Congrats and good luck on the launch!!

hazebooth
0 replies
16h24m

Congratulations on the launch!

grugagag
0 replies
17h16m

Congrats. The game is pretty!

cliche
0 replies
8h5m

Very cool. I love the idea of source as DLC. I might need to give it a go after failing to build my own game in Godot.

butz
0 replies
10h26m

Huge thanks for providing a demo.

asp_hornet
0 replies
11h45m

I love everything about this. The shareware, the price, the source code. It reminds me of how software was in the 90s.

abroun_beholder
0 replies
19h27m

Congratulations for completing and shipping your game! It looks good. Also an interesting idea to provide the source as DLC. I hope that the sales go well and now best of luck for your next game. :)