Well, it has been three months since launch. Being an indie developer is hard, with this being our first game we didn't really know what to expect. The reactions we got for the game weren't great. It has been a struggle to get anyone to actually play the game or even take the time to look at it. I guess that is the life of an indie developer right? You win some you lose some. Floors of Discomfort started as a fun idea with a friend. We wanted to see what would happen. Like most developers, we started to dream, we started to believe that what we were making could be something great. Hope is dangerous when it blinds the truth. The truth is, the game has flaws, many flaws. So many flaws that it probably should have been reworked from the ground up, but it wasn't because of arrogance, neglect, and laziness. I don't know what I will be doing now in the world of games, I haven't had much inspiration lately. I still continue to develop things and program, but it seems as though life right now has pulled me away from the game industry and toward a different path. I know that one day I will make games again, I love to do it. Floors of Discomfort wasn't successful, it happens. I have learned a lot. Making games is hard.
[ 2015-07-14 23:06:48 CET ] [ Original post ]
Well, it has been three months since launch. Being an indie developer is hard, with this being our first game we didn't really know what to expect. The reactions we got for the game weren't great. It has been a struggle to get anyone to actually play the game or even take the time to look at it. I guess that is the life of an indie developer right? You win some you lose some. Floors of Discomfort started as a fun idea with a friend. We wanted to see what would happen. Like most developers, we started to dream, we started to believe that what we were making could be something great. Hope is dangerous when it blinds the truth. The truth is, the game has flaws, many flaws. So many flaws that it probably should have been reworked from the ground up, but it wasn't because of arrogance, neglect, and laziness. I don't know what I will be doing now in the world of games, I haven't had much inspiration lately. I still continue to develop things and program, but it seems as though life right now has pulled me away from the game industry and toward a different path. I know that one day I will make games again, I love to do it. Floors of Discomfort wasn't successful, it happens. I have learned a lot. Making games is hard.
[ 2015-07-14 23:06:48 CET ] [ Original post ]
- Floors of Discomfort Depot Linux [214.93 M]
Floors of Discomfort combines the best of three different worlds to give one awesome experience. We have drawn from the roguelike idea of procedural generation and permadeath, making Floors of Discomfort feel different every time it is played. We have taken from platformers by adding simple platforming like gameplay, giving a different feel to what might be expected from a game like FoD. We have drawn from action games, making Floors of Discomfort a very fast paced, challenging, experience that will keep you on your toes the entire run. These three aspects come together to create a game that offers a unique experience that is both rewarding, and satisfying.
- OS: Any Linux Distribution 2012+
- Processor: 2.5 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL Compatible Card
- Storage: 200 MB available space
- OS: Ubuntu 12.10+
- Processor: Intel Core i7Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics
- Storage: 2 GB available space
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