PLEASE START US OFF BY INTRODUCING YOURSELF:


Hi, I'm Noah and I'm a game designer/developer! I recently released POOOOL and plan to start my next game soon.

TELL US ABOUT POOOOL.

POOOOL is a small, pool-inspired physics puzzle game where you combine balls of similar sizes to create even bigger ones, all while trying to save room for more. Chase your hi-score, share scores with friends, and master your flinging skills!

In November 2023, I was determined to create my first commercial release, and decided to create the smallest game I could. I wanted a game that played with the innate fun of physics and the appealing nature of games like "Threes!" and "Suika Game", and quickly made the prototype of what would become POOOOL by experimenting with the simple core mechanic of flinging a ball.

HOW HAS THE DEVELOPMENT JOURNEY BEEN

The development journey was honestly a whirlwind, from prototype to release in less than a year. I felt that my prototype was fun and that others would enjoy it and was making steady progress, when I saw that Wholesome Games was accepting submissions for the 2024 Wholesome Direct. That gave me the push to make the Steam page for my game and submit it to the direct. I wasn't expecting to be accepted, but it was! 

I agreed upon a surprise release during the direct, which gave me a deadline to both finish the game for commercial release, and make a release trailer for the direct. It flew by in no time and I was working on it every day while also working a full time job. I was very nervous everything would go wrong, but the game received quite a positive reception and the release was a success!


WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


As for the engine, I used Construct 3, as I was very comfortable using it to quickly prototype ideas. Construct 2 was my first game engine, so I felt at home using it in a way. I didn't expect to make POOOOL from start to finish in Construct 3, but it made the whole process fast and fun. Construct 3 has its quirks, but I enjoy using it.


WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

Honestly the biggest hurdle has been everything after release. Responding to feedback, suggestions, criticism, and bug reports was exhausting the first few weeks. The biggest issues were with the game not looking correct on differing displays and on Steam Deck, which are issues I have since fixed! I've learned that releasing your game is not the finish line.


It was also a strange new feeling to have a sudden wave of people engaging with something personal that I made. It made me very happy to see how much people were enjoying it and how understanding they were with the issues I did run into. People did appreciate the hard work I put in to address the biggest concerns, which made handling everything much easier.


ADVICE FOR FELLOW DEVS?

I highly recommend starting small so you can do the whole process from beginning to end. It really does teach you a lot and gives you the confidence that you really can complete a game!




ANY FINAL THOUGHTS?

If my game seems fun, you can pick it up on Steam for $4.99 USD, or you can wishlist it and wait for the seasonal sales!

-Tim

❤️

POOOOL on Steam (steampowered.com)