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Happy New Year 2025!

Hey, happy 2025! I hope this little update finds you in good spirits as you get back into the post-festive routine. Last year was a roller coaster for Iconiel and Codename: Zalidium. The demo didn't hit the mark despite my best efforts. I thought people would find the game more appealing, but I was wrong. So over the festive break, I took some time to reflect and research. Here's where I think my design and philosophy went wrong:

  • Aesthetics matter Personally, I liked that my game looked different from others that shared similar gameplay to mine. I thought there was a bigger audience for this type of low-poly chicanery, but I was living in the past. But not living in the past enough to appeal to the retro gamer either, as I was not trying to make it look like something you'd play on an old console. Therefore, it lost out in a couple of ways and probably others.
  • Worry What started out as a game designed to be fun and frictionless became more about not upsetting anyone and making the game inclusive. Then there was the worry about budget and time, being a self-published, solo-developed game. I spent too much time worrying about marketing and hustling for likes and follows because I was worried the game wasn't going to be seen. This all took focus away from the gameplay itself.
  • Godot Godot is a cool game engine, don't get me wrong. Switching to it was essential for me to keep developing something after turning my back on using Unity. But it has its limits and drawbacks. I really didn't want to listen when other developers said it was only good for rapid prototyping but, to be fair, they were right. Of course, as an open-source project, it is constantly improving; however, for what I need as a solo game developer, it just isn't there for me.
There are more points I could make, but those are the main ones. At this point, I feel the only way to get over the disappointment and relight the fire of this project is to redesign it. Focusing on gameplay first, developing for modern and future platforms, and stopping worrying about what people are going to criticize next. Unreal Engine I am moving development to Unreal Engine. I have experience using it and in a lot of ways I regret not going back to it when I stopped using Unity. The reason is simple: as a solo developer, the access to high-quality assets, plug-and-play tools, and overall scalability of Unreal outstrips any competitor out there. I will no longer have to limit the graphics quality, and I can publish on more platforms much easier than I can with Godot. Future proof From what I see on social media and in the news, most people are pessimistic about the future of technology right now. I am not one of them. I am excited by XR glasses, generative AI, and cloud technology. I want to move my efforts to making a game that I can easily port onto new platforms like Meta Quest, XReal Air 2, as well as desktop PCs, etc. Final thoughts As I go into 2025, I want to be an optimistic voice for technology. I'm building the game differently and I hope some of you will stick around for the ride. If not, that's okay toomaybe you'll come back around in time. Either way, I wish you all the best and positivity for the year ahead. Nate.


[ 2025-01-09 10:18:19 CET ] [ Original post ]

Codename: Zalidium
Nathan Osborn Developer
Iconiel LTD Publisher
Coming soon Release
Game News Posts: 4
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Grab your standard issue pistol and join the agents in Codename: Zalidium. Explore the mysteriously deserted town of Turpentine Ridge. Run and gun down vicious goblins as you try and survive. Search for clues to uncover the strange events that led to their existence. Can you make it, and uncover the truth?

Join the agents on a low poly, sci-fi, RPG adventure presented in a unique, cartoonish, b-movie horror style. Where each location hides the truth, waiting for you to uncover the story of a town plunged into disaster by a desperate corporation.

Featuring:
A choice of three characters: The main player, and a second human player co-op, or AI to assist you on your mission. The third character is your handler, aiding you with advice and technology as the mission progresses. With three agents on the case there is plenty of potential for witty banter.
Mysterious setting and storyline: Many locations to explore and uncover clues that unravel the strange events that led to Turpentine Ridge being abandoned. Will you find any survivors in the town, or have the goblins got to them first.
Run and gun gameplay: Blast your way through waves of goblins with a variety of weapons (when headquarters authorize their use). As the game progresses different goblins with deadlier attacks are introduced.
Featuring epic music from Nicole Marie T, and slide guitar by Nathan Osborn, the games sole creator and developer.

The van is rolling through the desert. Will you join the agents on this mission? Can you make it out alive? Wishlist Codename: Zalidium on Steam today. Play the alpha demo now.

MINIMAL SETUP
  • OS: Ubuntu 64 bit or equivalent
  • Processor: 2GHz + x86_64 CPUMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 (Pascal). AMD Radeon RX 460 (GCN 4.0)
  • Storage: 200 MB available space
GAMEBILLET

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3.18$ (81%)

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