Before I started the Limbo Express project, the Song of Morus series already had more than 10 prototypes. Each prototype took me about one week to one month to complete, all while I was working a full-time job.
I believe this is one of the most suitable approaches for solo indie developers. A new game idea often sounds amazing in your head, but once you start building it, it can quickly turn into a "meh." It really takes a lot of trial and error to discover an idea that's not just exciting, but also executable.
After three years of participating in game jams with this series, I have learnt lots of lessons. And there are two that defines the direction of latest project:
1. Limit the protagonist’s movement area to reduce the workload on environment art.
2. Scrolling the background can significantly boost excitement and immersion, without changing the gameplay.
These ideas evolved into the current concept: a high-speed battle on a train racing through the underworld.
Special thanks to Rob from GameDev Journey for reaching out to me.
To me, a good game project should be enjoyable not only for players, but also for the developer. And so far, I’d say my game, Song of Morus: Limbo Express, truly fits that description.
Song of Morus: Limbo Express on Steam