Dot Hop launched today on steam! It has some challenging grid puzzles that I think folks will find satisfying.

This game started as a puzzlescript game for the Fediverse Summer Jam hosted by the p.d community - I reimplemented it in Godot, added themes and many more puzzles, and finally released it last night/this morning.

The game’s source is available on github and it can be purchased on steam and on itch.io.

Hope you enjoy it, and let me know what you think!

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[edit: sorry, this whole answer I thought the question was asking about Dot Hop, not Dino! Re: Dino, I’d started the project much earlier, but paused development on it at the beginning of this year to pursue Dot Hop first (much smaller scope). I’m moving back to Dino now that Dot Hop is released, targeting a launch before June!]

Yeah, Steam charges $100 per title - if you earn enough (some high number, maybe 1000?), they give that 100 back, but I’m not necessarily counting on that (not soon, anyway). My goal is make enough money to keep doing game dev full time - i’m hopeful to make it work across steam/itch/patreon/other stores. (Hopefully Dot Hop mobile/Switch releases later this year!). To me the dream is to make enough money to make the rent and make the next game.

But! There are definitely other less-directly-monetary reasons for the release:

  • getting exposure and feedback from more people will help me improve as a game dev/designer (this might be the biggest reason, really - I don’t expect commercial success from my first game, so instead it’s about all the intrinsic value I can get out of it - experience, motivation, validation, learning all the annoying marketing/steam/etc overhead)
  • having a deadline and ‘proper’ release definitely motivated me to raise the quality bar of my work (before this I was submitting scrappy games to game jams)
  • regardless of the project’s monetary success, it’s now a useful portfolio piece for future game dev teams/interviews, which I might need if/when the solodev thing isn’t enough

In general I’m intending to get multiple quality games into “stores” as soon as possible (hopefully this year), and then decide what to do next - I think the experience along the way is the best thing for my growth and will inform the next move (some larger game, find/build a team to work with, start applying for studios, etc)

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I see, thank you for your insight :)

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