PLEASE START US OFF BY INTRODUCING YOURSELF:


I'm Lauro, dev of Brothers in Hell and currently working on Superation

Solo dev based in Argentina, been making games since 2014 and made a game as my engineering thesis.

Released Brothers in Hell on 2023 after working on it for 4 years and at the beginning of this year I've started with Superation.





TELL US ABOUT SUPERATION

After finishing Brothers in Hell I had the idea that I wanted to make a game about progressing, moving forward and overcoming.

During most of 2023 I trained boxing and though "why not make a boxing game and include my life phylosophy onto it?" and that's how Superation was born, a sort of Punch'out meets Hades, if you will.

With the boxing gameplay I attempt to make a precise and refined combat that can be reactive and fast, like real boxing, and with the story and dialogues I encourage the player to keep going forward and not surrender, and being a roguelike you will be defeated quite a lot 😄




HOW HAS THE DEVELOPMENT JOURNEY BEEN

Sometimes stressful, but rewarding to watch people play and enjoy a game made by me, even if it's only a friend playing it.






WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


I choose Unity as I've been working with it since 2014, so better to exploit all that knowledge.

With Brothers in Hell I've made most of it by myself excluding music and sound, now with Superation I've decided to speed up the development using assets. Some will be probably replaced later on, but for now I think they fit just right what I want to share.






WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

Probably Superation blessings system as a whole, from the spawning to the implementation of the bonuses(which is about 2000 lines now). And to get myself another problem I'm re-writting the spawning system as it's full random and want to make it pools-based. 









ADVICE FOR FELLOW DEVS?

Keep it simple, whether the main focus is the story or the gameplay, keep it simple and refine that simpleness to be almost perfect, try to avoid having tons of systems working in parallel, and make sure the systems you have bring something to the table. 


ANY FINAL THOUGHTS?

Gamedev is quite a weird journey. You'll probably be working a fulltime job while making a game at night, but if you enjoy bringing your ideas to life and find the player happiness rewarding, you'll have a great time here




-Lauro

❤️

Superation on Steam