Indie Assemble! (+ Updates)


First: exciting stuff! Amadeus is part of Excalibur's Indie Assemble, a Steam sale celebrating indie games all over the world, which you can check out right now here.

Second: below is an overview of last month's work to show that the game is on its way to done (exciting in its own way).

I will keep this relatively short, because now that I am in the home stretch of actually building out the entire game in full—swapping placeholders, polish, and playtesting notwithstanding—I don't want to spend too much time writing about the process. I just want to get back to work on the game and finish.

The broad strokes of progress from last month are as follows.

  • Built 3 more scenes, including my favorite scene in Episode 1.
  • Implemented script and basic mechanics—the game is 100% playable from the start through these new scenes.
  • Finished 1 new detailed background image. We are well beyond the point where I want to share these, so you'll have to wait and see it. :)
  • Revised script to tighten the narrative.
  • Coded a new mechanic juuuuust for one single scene. I wanted to flex my Unity/C# muscles a little and I think this mechanic is very fun. Enjoy.

I've been building 3 new scenes a month for a few months now, and while some are more polished than others by the end of it, I've made significant progress and consistently met the benchmark. Based on this pace, the entire game will be built by the end of June. Two months until that major milestone is achieved.

In July, I will spend some time evaluating what specific, bare minimum requirements are needed to bring the game from "fully playable" to "shippable," and set my sights on those. I may be able to announce a timeline for release at that time, but I would prefer to wait until I am certain about what is doable.

I do want to say that I'm determined to avoid a scenario where I push back the game forever in the vain hope of making it perfect. If there is one thing I learned in grad school, it is how to prioritize what matters in the final stages of a project to get something out there. I obviously can't ship the game in its current state because it has far too many placeholders in the later scenes that aren't aesthetically or thematically consistent with the scenes from the demo. But I am already finding ways to reuse assets I have already made in effective ways to reduce the number of things I need to do between now and completion, and cut less important corners to focus my efforts on the essential things.

At this stage, a finished product will speak more than words. So I will get back to work. Thank you very much for your continued interest in this project.

Stay up-to-date here: linktr.ee/amadeusgame

Get Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz (Demo)

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