Game Dev & Pixel Art: Gus Dimitry Interview

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1. What was your first game you made?

The 1st game I ever made was a 2D topdown game using a really old version of game maker studio. Back then I was just playing around with some random assets I found online. Nothing special…just tons of online 2D assets and some basic coding skills.

My 1st completed game that I made was an android app called “Best Ball Game”, that for some reason is out there although I believe it shouldn’t have been released, in playstore. Not my proudest game, but I learned a lot from it.

2. What lessons did you learn from the development of cw?

Well, Closet Warriors started as a small game that my team-mates and I could play on our spare time. It started really nice! We had fun playing while we only had one warrior available(the samurai) and we were confident in that. We added and added more warriors and finally released a trailer.

Then it was when we didn’t see much movement in our game and we kinda lost the motivation to continue and the faith we had in us and the game. After a few weeks, we asked for feedback. We had some nice feedback and that sparked our team to continue working on it.

Finally, we finished it, but we didn’t have the music(a game without audio is incomplete).

The experience from the development of a game like this is that: It’s not only the development that matters but the proper game’s promotion too.

I still believe, that Closet Warriors is a small fun game and we should have tried to work more on the marketing/promoting part.

3. What is your experience of game jams and what have they taught you?

Game jams are awesome! You find and work with other people across the world and try to make a game.

As an experience, it’s great, although I wouldn’t recommend it to sore losers and people with anxiety problems. Sometimes things get a bit of a nerve-racking experience.

But honestly, in game jams is where you see some of the most creative games because you have limitations. Creativity is born when there are restrictions and limitations

tl;dr game jams are awesome!

“No gamer will come to you and ask for your game.”


4. How do you feel the development of A Phantom’s calling has gone so far? And how has partnering with Aestuo gone up until this point?

The development of APC(=A Phantom Calling) could have gone better. We started developing the game without having a prototype to see if it’s fun and if we actually want to develop a puzzle game.

The story is great, the visuals in combination with the dynamic lighting looked nice.. but the gameplay.. was… well it could be better.

That’s the reason the past few months I was trying to either make more puzzles or at least make the game more fun for me or somehow change the game to make it more fun.

Aestuo is great and they try their best to help us and they actually do! We don’t want to give Aestuo something bad, we want to give them a game that we can be proud of!

5. You mentioned marketing let closet warriors down- what tips on marketing do you have for other developers?

It’s the developers’ job to show their game to the players. No gamer will come to you and ask for your game. You have to show the world your game while it’s being developed. Even negative feedback(not hate speech) is useful.

Be sure to let others know about your game, without spamming it(this could have the opposite effect and they will ignore you).

There are ways to promote it out there.

Well, the best way is to have someone experienced to take on the marketing.

6. What has been the biggest mistake in your game dev career and what has been the most important lesson you have learned?

This doesn’t apply to game dev only, but to every profession or skill

“Research first, then practice, then work”

I did it the other way around. I first tried to make a big game, with no real game dev experience. Then I practiced my art and game design skills and finally, I did the proper research to have a better understanding of the game dev job.

Research isn’t only watching youtube videos but learning from the best. What helped me is to stick around some pro designers for 2 months and learn from them. That really changed the way I work and do stuff. Gameplay comes first. Without good gameplay, even if the game’s graphics look awesome it’s still a bad game.

Gus’s Links:
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Gus just released a Christmas update for his new android game, check it out here:
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The Website of Gus and his Co-Developer Behind Get Whacking:

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