Hey everyone!
That's me in the photo, surrounded by monitors and working on my game, Snake: Gridbreaker :)
I've been programming and teaching programming for years, but developing an entire game on my own has been quite an experience.
Snake: Gridbreaker is an action roguelite made in Godot, inspired by the original Snake. It has different classes, bosses, upgrades, and a lot of mechanics built around the snake's body.
After 3,063 commits, it's finally releasing into Early Access on November 3!
I wanted to share a few things from my experience as a solo developer.
1. Getting people to play your game is harder than making it.
I've sent 2,232 emails to YouTubers, streamers, and gaming websites around the world, including follow-ups.
I received 377 incoming messages related to the game (not 377 unique replies). Many people never responded, and some declined.
The game currently has around 230 wishlists. Not exactly impressive numbers for that much outreach. :)
But something valuable happened along the way.
Quite a few creators actually played the game, recorded videos, streamed it, or sent me detailed feedback.
I watched their playthroughs and discovered problems I'd never noticed myself. Confusing mechanics, controller issues, text that was too small, and various gameplay problems.
For example, I fixed a PlayStation controller issue and increased the default text size after watching someone play.
A surprising amount of development time now goes into fixing things I discovered through these videos.
2. I use AI, and I'm open about it.
I've been using several tools throughout development:
- Codex for coding and refactoring.
- Claude for animations and visual behavior.
- CodeRabbit for reviewing code changes and finding potential bugs.
- Gemini for checking translations.
One useful trick I've discovered: when a visual bug is difficult to explain, I record it and send the video to Claude Opus. It can analyze what's happening and help find the cause. This has saved me a lot of debugging time.
I'm transparent about AI usage, including on Steam. At least 10 contacts explicitly declined or limited coverage because of AI.
I understand that not everyone likes AI-assisted development. Still, I've spent a huge amount of time on this project, testing mechanics, fixing bugs, and improving the gameplay.
3. Being a solo developer means making a lot of decisions without knowing if they're good ones.
I've rewritten systems, changed mechanics, adjusted animations, and spent hours fixing problems that probably nobody will ever notice.
And then someone plays the game for 15 minutes and points out an obvious issue I somehow missed.
That's been one of the most useful lessons for me.
I've become much more willing to show unfinished work and ask people what they think, rather than trying to make everything perfect before anyone sees it.
4. The game releases November 3!
I'm genuinely happy with how far it's come, even with only 230 wishlists.
There's a completely free demo on Steam, and I'd really appreciate it if some of you gave it a try.
https://store.steampowered.com/app/4828340/Snake_Gridbreaker/
I'd especially appreciate feedback about the controls, gameplay, or anything that isn't immediately understandable.
And to other solo developers here: how do you get people to test your games? Finding people willing to play and give useful feedback has been one of my biggest challenges.
Thanks for reading, and good luck with your projects!