Show HN: Mazelit - My wife and I released our first game
Game & Gameplay Impressions
- Many commenters find the game visually polished and “slick,” with several buying immediately or adding to wishlists.
- Some describe it as a modern twist on Pac-Man and Snake with upgrades and powers; others find the trailer unclear without voiceover and suggest making the mechanics understandable even muted.
- The presence of a demo is widely appreciated and seen as a strong positive.
Engine Choice & Development Experience (Godot)
- The game is built with Godot 4 using GDScript (~5000 lines) plus a C++ GDExtension.
- Reported pain points:
- Godot 4 bugs, unfinished features, and scene/code interactions that sometimes lose data.
- Git conflicts due to changing IDs in resource files.
- Performance issues when heavily using nodes or scenes in the editor; recommendation is to move more logic to GDScript and, for very large numbers of objects, use low-level servers (RenderingServer, PhysicsServer).
- Multithreading is considered immature.
- Some commenters say GPT models are currently weak on Godot 4 specifics.
- There is interest in Bevy and other engines for future projects.
Pricing & Market Perception
- Strong debate around the low ~$3 base price:
- Some argue it signals “cheap/low-quality” and recommend $7–10 with room for discounts.
- Others say sub‑$5 is the “impulse buy / no‑think” tier and higher prices would deter many purchases.
- Concerns are raised about affordability for players with lower incomes or in non‑wealthy regions.
- The developers aimed roughly at $1 per hour of expected playtime, with DLCs for players who want to pay more or support them.
Platform Support & Technical Constraints
- Native Linux and Steam Deck are supported and reported to work well.
- No macOS build yet: lack of hardware to test and low expected sales share; several Mac users nonetheless buy to support the idea.
- Android was attempted, including a touch interface, but blocked by renderer issues that made the build unreliable across devices.
Source Code as DLC
- Selling source as a paid DLC is widely praised as novel and educational.
- Code and most assets are original; some libraries are MIT-licensed.
- The DLC is under the Steam Subscriber Agreement with explicit allowances for mods and content creation, but not for re-releasing the full game.
- Some wish big studios would offer similar DLC, though legal/engine constraints are acknowledged.
Website, Tools & Privacy Side Thread
- The studio website, built with Babylon.js, gets a lot of attention for its playful 3D “room” design and in‑world privacy‑policy gag.
- A side discussion covers GDPR and cookie banners:
- One view: consent is required for anything beyond strictly necessary cookies.
- Another view: you can avoid banners entirely by not doing tracking/analytics, though this restricts “modern” features.
Motivation & Process
- The game was scoped as a small, time‑boxed project (~3 months).
- Key lessons shared: set a hard deadline, choose one engine and stick to it, and reach a playable prototype early to maintain motivation.