A very long time ago I’d heard about a Game Engine called Stencyl and I loved it. The threshold of using a game engine, and back then I didn’t use any, was low enough to start something on my own. In 2016 I began to develop my own game Headless D. Despite the promise by Stencyl’s team that the development is very easy in Stencyl it took me about 2 years to publish the first version and recently I uploaded the new version of Headless D for iOs and Android. I’ve learned so much while I was working on this game! About the balancing in game design, about testing and performance, animation, effects and a lot and a lot of programming.
If you go to Stencyl’s website you would probably see this kind of screenshots
Which would give you an impression that this is indeed very easy to develop a game. The software looks like a game itself. But once you’re closer to your Beta the screen is starting to look like this
I have to say that trigonometry formula to calculate the accurate direction to move thing around or any mathematical task isn’t the hardest part. But the balancing of the game is the hardest and the most important task.
While it’s not a good idea to solo-develop a game, trying to do yourself something as hard and complex as a profitable game is worth all the sleepless nights. This is absolutely unique knowledge and experience.