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Show HN: Mazelit - My wife and I released our first game

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Re: Show HN: Mazelit - My wife and I released our first game

#61
Congrats on releasing the game ~! A year is a very short time to release what looks like a polished game from the screenshots.

Just got the game to read the source code. Looks like Steam requires that I install the game in order to view the source, and that isn't possible because I am on a Mac. Hopefully some day :)

Re: Show HN: Mazelit - My wife and I released our first game

#62
post #16

Out of curiosity, why not release for mac if its made with godot?

We don't have a Mac and couldn't justify the cost of getting one for now. It's not just Godot, we also have to compile the C++ gdextension and we also want to only release on platforms we have actually tested the game on. (That's why there is DualSense support, but not DualShock. In theory it should work, but we couldn't verify it.)

With the source code DLC it should be possible to compile everything for a Mac regardless, even if it's a bit of work. If we make enough money from the game, we might reinvest it into a Mac. :)

Re: Show HN: Mazelit - My wife and I released our first game

#66

Off-topic since I'm not a gamer - I checked out your website and it reminds me of early 2000s when these sort of cool websites were popular. Nicely done! Just one nit though - shouldn't News and Privacy rooms be swapped tho? =)

Had a good laugh. Now that you mention it, we can't quite decide ourselves.

Re: Show HN: Mazelit - My wife and I released our first game

#68

Just bought it. Looks like a nice little game. Wishing you many more successful releases. I am curious what roadblocks you ran into if you'd like to share more about your Godot experience.

Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.

The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).

[1]: https://github.com/godotengine/godot-proposals/issues/8850

Re: Show HN: Mazelit - My wife and I released our first game

#69

Congrats on releasing the game ~! A year is a very short time to release what looks like a polished game from the screenshots. Just got the game to read the source code. Looks like Steam requires that I install the game in order to view the source, and that isn't possible because I am on a Mac. Hopefully some day :)

Oh wow, that's not good. We'll get in touch with Steam support and see if we can do anything about that. Would you mind dropping us an e-mail to make@something.pink so we can contact you when we sort this out?

Re: Show HN: Mazelit - My wife and I released our first game

#70
post #67

This could be a unique company idea and business practice that sells source code as DLC under a restrictive license. Imagine Rockstar selling GTA-5 source code as DLC priced at 99.99.

If it was buildable from source, I would buy a source code DLC for a great many games. However, I imagine that would not be possible for a lot of games because their engine is proprietary and their legal department would have something to say about that, too.
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