Post

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

9 reposts52 likes

Congratulations on reaching release week after two years of work. The pixel art has such a striking atmosphere. Wishing you a great launch for The Blessed Fool! 🙌

Development started in June 2024. I quickly found an artist, and we drew 70% of the sprites in six months, but in February 2025 the main artist I worked with on Plowing came back. We had to redraw everything. Look at the attached screenshots — the question "why" should disappear right away.

While the artist drew, I tried to learn Godot. It went terribly. At best I'd reach the inventory system, and that wore me out completely. I started looking for a programmer to save time, while working on it myself. I restarted the project 25-30 times — the chaos I made was impossible to escape.

Finding programmers was the most interesting part — there were four. #1 vanished right away, #2 did ~20% and vanished, #3 built 3 systems and vanished. #4 was the most brutal — he did almost everything, then honestly said he couldn't continue, too busy. That's when I lost faith in programmers.

From then on I decided to do everything myself and started the Godot project again. You're probably wondering why not just finish the almost-done project. Because back then I still couldn't tell a method from a class. To make sure I'd finish, I found a mentor who helped a lot early on.

Two years to a release week is a long haul. Is the shame part scope you had to cut, or that the finished game isn't quite what you pictured at the start?

Neither. The game is coming out almost exactly as I wanted — I’m not cutting scope, and Im not ashamed of the result. The shame is about how much time it cost, because of me.