PLEASE START US OFF BY INTRODUCING YOURSELF:


Hello! We are Studio Sunbird, a group of game dev friends who decided to make a game together.





TELL US ABOUT PRICKLE.

Prickle is a game about helping DadHog bring his Hoglets back home. It started as a Ludum Dare project for the theme Limited Space, and after a lot of positive feedback, we decided to make it into our first commercial full game.






HOW HAS THE DEVELOPMENT JOURNEY BEEN

The development was (and still is) a tough journey, as we are developing the game while juggling full time jobs, family time and the fact that the team is scattered around the world on different timezone. 





WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


We are working with the Godot Engine. We are all fans of the project, and some of us even first met while trying to build a local Godot developers community!




WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

Marketing! You can have the most charming game in the world, but getting people to see it is such a challenge when so much (great!) content is released every day. Trying to “go viral” is not something to rely on, and even if you say “but this game made it without it” then I have thousands of their games to show you that didn't.




ADVICE FOR FELLOW DEVS?

Iterate and experiment all the time! Build small projects and see what sticks before committing to a full project. Also, get the game on as many hands as you can, as soon as you can! There isn't a “too early” stage for playtesting and marketing!





ANY FINAL THOUGHTS?

We are so pleased with the way Prickle turned out, and to see how it sparks joy in the players hands. We hope more people will get to play the demo in the next couple of weeks.



-Studio Sunbird

❤️

Prickle on Steam