PLEASE START US OFF BY INTRODUCING YOURSELF:


Aloha!

I’m Paul Giovannini, though most people know me as Blukulélé! I’m a 28-year-old indie game developer from France, and I’ve been in the industry for 5 years now. Almost 2 years ago, I decided to embark on the solo indie journey.

Before that, I cut my teeth working at a hyper-casual games studio where I crafted a game per week! It was an intense and valuable experience—I probably created over 100 games, though not all made it to release. That fast-paced environment taught me a ton about game development, quick iteration, and trying out bold ideas.


My first solo project, OVERWHELMED, was a twin-stick shooter that I developed in just 3 months to prove to myself that I could bring a game to life all on my own—and it paid off!

The feedback from players was encouraging, so I’ve now moved on to my second project, Sunstone War, that I'm developing right now!


It’s been an incredible journey so far, and I can’t wait to see where it goes next!


TELL US ABOUT SUNSTONE WAR.

My game, Sunstone War, is a Tower Defense with a twist. Instead of just placing towers and watching the action unfold, you control a character who can actually move the towers, obstacles, and even enemies around the map! This dynamic adds a whole new layer of strategy and engagement that you don’t usually see in the genre.


Funny enough, the idea didn’t come from my love of Tower Defense games—it’s quite the opposite! I had been working on a completely different project at the time, a 3D game with a comic book style where you drove a car with a machine gun mounted on the hood. But something wasn’t clicking with that game. It’s hard to explain, but I felt it deep inside that it just wasn’t working. So, I took a break.


During that time, a friend jokingly said, "I can’t wait until you make a Tower Defense game—I love those!" The idea stuck with me. But the thing is, I don’t particularly enjoy Tower Defense games because every time I place a tower, I immediately regret it. The placement never feels strategic enough, and instead of being satisfied, I end up frustrated.


That’s when it hit me: What if I could just pick up and move my towers whenever I wanted? I sat down one afternoon, and by the end of the day, I had a prototype. This time, it felt right—I had something! I shared the idea with my friend Cyrille, who’s now helping with the pixel art and music, and he was just as excited about it as I was.


HOW HAS THE DEVELOPMENT JOURNEY BEEN

What an adventure, it’s really been a wild ride! I think the best way to describe it is like being on a roller coaster, with its highs and lows. But honestly, I can’t complain too much. I’m surrounded by incredibly talented devs who offer me advice, and I’ve got close friends who support me along the way. That kind of support is essential when you’re embarking on an indie dev journey like this.


A developer I admire, Jakob Wahlberg, once said something like, "In this job, 50% of the work is taking care of yourself," and I completely agree with him. Taking care of your mental and physical health is crucial when working solo or in small teams.



WHICH GAME ENGINE DID YOU CHOOSE AND WHY?

As for the engine, I went with Unity. It’s the one I’m most efficient with—it’s where I learned the ropes of game development, and I’ve got a bunch of old sea dog tricks to save time! For every problem I face, I usually have five different ideas before I even need to hit up Google. And, yeah, I made that choice well before the recent controversy around their fee policies...




WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

One of the toughest challenges has been keeping the scope of the game under control. When you’re passionate about what you’re building, it’s so easy to fall into the trap of constantly adding new mechanics because you think they’ll “improve” the game. But adding mechanics isn’t always the best idea—it increases the chances of bugs, and it definitely adds development time! Worse, it can dilute the experience, leaving you with a mix of mechanics instead of one core idea that stays fresh throughout the game.


I really admire Doot, the developer of Minami Lane, for his approach to making tiny games with just the right amount of content. His work is a great example of how less can be more when it comes to game design.




ADVICE FOR FELLOW DEVS?

Absolutely, there’s a lot I could say! First, listen to yourself. In this job, it’s easy to work nonstop, but that can quickly lead to burnout. It’s okay to take a break, or even a nap, if you’re feeling drained. You’ll get more done working with energy than dragging yourself through the day.


Also, keep your scope small—no, smaller! Starting with tiny projects is key because you’ll not only learn something, but you’ll also have the satisfaction of finishing it without the frustration of an endless project. This approach also allows you to build momentum for tackling slightly larger projects, creating a virtuous cycle of growth and achievement!


Having supportive friends and family around is crucial for staying motivated and inspired. It’s great to share your journey with others who encourage you, and it can make all the difference in your creative process.


Finally, listen to your players, but not always to the solutions they suggest. For example, in Sunstone War, players said a tower wasn’t doing enough damage and wanted me to double it. Instead, I halved the damage but doubled the attack speed. Mathematically, nothing changed, but visually it felt much better, and the same players loved the “new” tower!

But shhh, that’s a secret!






ANY FINAL THOUGHTS?

Absolutely! Don’t hesitate to support those tiny projects that catch your eye. Just a simple "Oh, that looks cool!" can really brighten a developer's week. Every bit of encouragement helps!


And, of course, don’t forget to wishlist Sunstone War!

​Your support means the world to indie devs like me!




-Paul

❤️

Sunstone War on Steam (steampowered.com)