Okay, so pretty big news: I just released my game, Quicksilver. I haven't really made an actually full-fledged game in ages (in 2 years, I think), since everything else I have made was either a prototype or some kind of demo, but never something complete, with settings, save data, and and ending. I'll just kinda write my retrospective on it.
Initially, the game, previously known as The Tudor Owl, was going to be a hand-drawn, illustrated game that focused on being a side scroller where you played as an owl delivering a letter from the King of Tudor to the King of Lancaster to stop a war. In hindsight, this idea would've been way better to stick to, as well as for the art, but I just resorted to some lame pixel art platformer.
Anyways, if that last sentence wasn't a big enough giveaway, I scrapped the idea because I thought it'd take too long (hint: it took too long anyways.) So I just wasted a lot of time, with stuff that actually wasn't too bad, with just resorting to some pixel art platformer with weapons. Looking back now, I'm utterly devastated that I was discouraged by the idea that "this would be too much for me to handle", when I was already getting there. I was literally the reason I couldn't do it.
Well, I don't want this to be all me loathing my game. I'll show you what it devolved into.
This is Quicksilver. A boring, uninspired action platformer I made in roughly a month. It's weird, there are hardly any enemy variations, and I hate it. I hate it more than my first game, "Chruss Shooting", or my second game "Lambert's Roguelike" (which was actually more fun). The pixel art, half of which was from an asset pack called "Magic Cliffs", is honestly pretty okay, but I loathed making this game. It felt fake, it screamed "This isn't me in the slightest.", but I knew that I was too deep into development, and that I had to break my bad habits, so I just stuck to it so I could make it a learning experience.
I had so many improvements that I could make that I knew would've made the game just slightly more fun and interesting, but I knew at the same time it wouldn't be enough to satiate the fact that the game was weird from the start. So, I made sure an end could be met, gave it an end screen, 3 save slots, and called it a day. It has music, sound effects, and literally just 2 enemies and 6 weapons to choose from.
If you want to try it out, or even just want to support me a little, you can follow this link to it:
Link to the gameIt costs 1 dollar, because I was told by my parents that I shouldn't give away what I worked so hard on. I'll update the game some more later, but right now I'm honestly bummed out.