PLEASE START US OFF BY INTRODUCING YOURSELF:


I'm Leo Dasso, the founder of Moonloop. I've been making games and art since 2005, and titles I've worked on include Diluvion, Ballpoint Universe, and Wintermoor Tactics club.





TELL US ABOUT HAUNTII

My latest game is called Hauntii, it's a game about a ghost's journey in the afterlife. It has twin-stick mechanics and also 'haunt' mechanics inspired by the capture mechanic of Mario Odyssey. 





HOW HAS THE DEVELOPMENT JOURNEY BEEN

The dev journey was a few years, and it started off as just something I did in my spare time. I had a full-time job in the beginning, and eventually saved up money to work on this game full time.







WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


It's built in the Unity engine with audio in Fmod.








WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

  The biggest dev hurdle was (and always has been) scoping. It's easy to overscope in the beginning, but as a solo or small team, you have to be very sensitive to scope. It's often better to remove features than to add them.










ADVICE FOR FELLOW DEVS?

For starting your own game project, start very small and give yourself a time limit and simple goal.



ANY FINAL THOUGHTS?

Think of games like stepping stones guiding you up a mountain.




-Leo

❤️

Hauntii on Steam