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I met Daniel by chance, and I didn't expect that I would work with a stranger on the Internet who I never knew before to make a game that I didn't know how to monetize. But in hindsight, I realized that it was Daniel's ignorance that made me empathize, and I remembered my cautious and timid cooperation in my youth, and I understood that this intuition drove my decision to help him make the game. I didn't know where he came from and what he learned to live on when I started making the game, and his hard work is the quality I value the most, and we're continuing to collaborate and improve the game.



However, adding more ideas and keeping the game simple has always been difficult, and new ideas often cause me to rework. That's the price I paid for not instilling my experience in Daniel from the start, but it was clear that it was worth it.

Due to other fee-based projects being done, although Daniel has rarely taken a break, our cooperation has not progressed quickly. I can accept this cooperation. Life is not easy, I think I was him and would make the same choice, and I think we all need that support.

In my past experience, it's hard to get good reviews and monetary returns on the first game, and my expectations weren't very high. But if I have the chance, I will try to make Unity plugins with Daniel to accumulate technology and try to make money.

......

After collaborating with Daniel for approximately a month, it seems that economic pressures led him to discontinue his involvement in the project and pursue paid opportunities elsewhere. After three months of the project being on hold, at end of second week of september,  I decided to pick it up again and, using my spare time, managed to complete the functionality for five maps and eight in-game purchasable weapons and equipment within two weeks.

Clearly, through multiple projects, if the resource requirements are not high, I've reached a point where I can complete a small 3D casual game in just two weeks. This includes setting up menus and in-game purchases in just one day and creating various maps and weapons in only three to four days, even while dedicating 6-8 hours of development work daily on DarkFlow.




I'm disappointed that Daniel didn't continue working with me on this project, but I understand his choice. I decided not to abandon this small project and ultimately decided to release it for free on itch.io in the first week of October, seeking feedback.






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