Gameplay Programmer
Micro Star Command
Developed: April 12, 2024 - Aug 30, 2024
​I developed this game over the summer, and I self-published the game on Steam as my first commercial game project. I wanted to make this game to see what I alone could do and to see the kind of sales that could be expected from a tiny indie game with no marketing.
Team Size: Solo
Engine: UE5
Code Language: Blueprint
My Involvement
Role: Programmer
Things I did:
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Implemented systems and probes
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Implemented weapons
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Implemented enemy AI
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Implemented shop & progression
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Role: Designer
Things I did:
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Came up with game idea
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Balanced difficulty
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Created relics
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Created enemy types
Role: Artist
Things I did:
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Made relic icons.
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Created particle systems and other VFX
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Make background models and VFX
Post Mortem
Overall I'm really proud of all that I was able to create within 4.5 months. This project was meant for me to see the viability of solo dev as a career path, and it has proven to me that while I may be capable of creating games alone, it most certainly is not something that I would want to do nor is it financially viable.
The game has done abysmally in terms of profitability as I have barely made back the Steam submission fee. I attribute that primarily due to the games utter lack of marketing, as I believe that the game has good quality, considering there are players with up to 20 hours of playtime, way above my expected 2-4 hours. The game also has gotten several extremely positive reviews from players with far more playtime than the game was designed for which was both excellent and heartwarming.
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One of the things that I think went excellently in the project was the scheduling and my predictions for how long various tasks would take. I was able to complete every milestone within the timeframe I wanted and was able to release a game I was happy with before my school year started.
This game also taught me where my skills are lacking and where I really need the help of teammates for future projects. Unsurprisingly these gaps in my abilities were largest in the areas of marketing, sound effects, and general aesthetics as the game had no marketing, sounded bad, and was mid when it came to graphics.