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Visualizzazione dei post da aprile, 2026

When Other Indie Games Make You Doubt Your Own

I’ve been looking at other games, and honestly, sometimes it makes me feel like my own game looks terrible in comparison. It’s not just about quality, but also numbers. Seeing only a few downloads on Google Play can be really demoralizing, especially when other games reach thousands or even millions in the same time. It makes me wonder: “Is my game bad?” “Am I doing something wrong?” But the truth is, this comparison is often unfair. We compare our projects (maybe out first) to polished games, sometimes made by teams, with more experience, marketing, or even just better timing. Every developer starts small. Every developer struggles. So instead of thinking “my game is worse” I’m trying to think “what can I learn from this?” — Yuri Masuda Zoncada Creator of Duck in Debt Founder of Akapaaka

Trying New Ways to Promote Duck in Debt ๐Ÿฆ†๐ŸŽฅ

Lately, I’ve been thinking a lot about how to promote my game Duck in Debt… and honestly, I’ve reached a point where I don’t really know what else to do. The game is what it is. I’ve already improved it, added content, fixed bugs, and shared it in different ways. But at some point, you realize that you can’t just keep saying “play my game” over and over again. So I decided to use mainly the meme strategy. Instead of directly promoting the game all the time, I’m starting to focus on creating memes and entertaining content. The idea is to reach a wider audience first, make people enjoy the content, and then naturally introduce Duck in Debt through it. It’s a different approach: less direct, but potentially more effective. At the same time, I also started working on a new game project, not only because I enjoy creating, but also to expand the Akapaaka portfolio. I believe that having more projects will help me grow, both as a developer and in terms of visibility. In the end, it’s all part...

Working on a New Project: An Auto Battler Game ๐ŸŽฎ

After developing Duck in Debt, I learned a lot about game development, from mechanics to updates and player feedback. Now I wanted to challenge myself with something a bit more complex, where multiple systems interact with each other. This new project is inspired by games like auto battlers, where you build your team and watch them fight automatically. The interesting part is not the action itself, but the strategy behind choosing and combining different characters. In just a few days, I’ve already implemented: -the basic combat system -10 characters -character selection system -unique unlock system -Shop -menu -the character upgrade system It seems a small thing, but Just for the combat system, that still not 100% complete, It took me days to do It. One of the most challenging parts so far was creating a character unlock system without duplicates, which took me several hours to figure out, but it was also a big step forward for me as a developer. Also create and configure all the char...