PLEASE START US OFF BY INTRODUCING YOURSELF:


I’m Ismael Rodriguez. I obviously love video games. My teen years were spent playing Roms and dabbling with RPG Maker 95, 2000, 2k3. I was an “indie” rapper in my 20s. I rediscovered gamedev in my 30s, and here we are today.





TELL US ABOUT BOX ROOM

I feel like Box Room is somewhat difficult to describe, unique top-down match-3 style puzzle game.

Various boxes are dropped into a room, you pick them up like Zelda A Link to The Past, and you try to sort them appropriately to build combinations. You use a lightning box to set off the chain reaction of exploding boxes.

 

The idea for Box Room originated during Ludum Dare 54, the theme was “Limited Space”. But I didn’t actually make Box Room for the Ludum Dare Jam. At the time I was participating in 2 jams at once, and made a game called Troglo, a retro style auto-scrolling platformer.

However, that idea for Box Room stayed with me for a couple months, until I eventually just had to see what it could become.


HOW HAS THE DEVELOPMENT JOURNEY BEEN

I started this project in November, while starting a new 9-5. The project name was "Sort of a Sorter" (Soas). It was just a 'for fun' project to see this top-down match-3 type of game idea come to life. I shared it with family during Thanksgiving, it was fun to see some of the non-gamers pick up and learn the game. I continued adding features and building out more rooms, eventually I figured it could be a super small project with a lot of potential. I hoped to have Box Room released in early March, but it just didn't work out that way.

My wife and I just had our first kid at the end of December, I actually drew the key art while waiting in the delivery room. I worked on the game through my paternity leave from my full time job. I was taking the night shift for baby duties and just stayed up working on the game. Baby was a super chill newborn, he allowed me to be extra productive while also allowing my wife a (mostly) full night's sleep.


My paternity leave ended, and I returned to full time work in March, which made it especially hard to find the time to finish the game. I kept grinding away and now here we are, with my 3rd Steam game as a solo dev; Box Room



WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


I use Unity because that’s what I know how to use. I’ve been using unity for over 5 years now, I appreciate its ability to “port” my projects easily to different platforms like mobile, or web.


WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

The biggest challenge in Bramblewood’s development has definitely been developing my 3D modeling skills especially when it comes to more organic forms. I’ve done most of the 3D modeling and art assets in it myself which is a big change from my previous games. It’s allowed me to do some really custom world building and design. The characters in particular are all various forms of fae and doing the 3D modeling has let me really make them unique.

ADVICE FOR FELLOW DEVS?

I think it’s common for people to get into gamedev and underestimate how much time and energy it demands. So try to keep it all balanced.



ANY FINAL THOUGHTS?

Some self-promo I guess? Box Room is my 3rd Steam release. I’m especially proud of it, because it’s nothing like my first 2 projects.

Below the Ocean is an underwater puzzler platformer where you use your oxygen lifeline to navigate deep sea dungeons.


Tuttle: Star Flower Harvest is a hack-and-slash “Flower Defense” farming simulator.

Check out all my other projects on my website.


-Ismael

❤️

Box Room on Steam