HOW HAS THE DEVELOPMENT JOURNEY BEEN
The process has been wildly experimental. As a self-taught programmer with three small games under my belt (none like Axe & Bow Land), I committed to replicating authentic retro tech: low resolution, CRT-style scaling, and strict arcade-era constraints. Ironically, this "simplicity" introduced more complexity—jittery camera movements, subpixel artifacts, and other quirks of scaling pixel art to modern displays.
We started by coding Axel’s movement and camera tracking, then added enemies and their platforming utility. Bowie’s faster-paced mechanics came next, followed by iterative world-building (three worlds first, then a pause to craft a demo with menus, an intro, and the first boss). After releasing the demo on Steam in December 2023, we expanded to three more worlds and bosses. Now, we’re fleshing out story sequences, with localization, achievements, and credits still pending.