Get Hungry Galaxies on Itch


I built Hungry Galaxies over the last two years. 

What started out as a learning project, turned into a passion project, and then just became pure fun —every —single —day.

Last year I released the game on IOS — building a game server to keep track of users, scores and even participate in League Mode — a contest where players compete to win prize money. 

It was a flop. Not surprisingly because I didn't market the game, and for the contest to work, it required numbers of people to regularly play the game and compete. I thought about rigging the leaderboard, using bots, but that just didn't seem fair. 

I went through some bad months of feeling burnt out and confused – learned React, next.JS, and lots of web-dev, so not a total loss. 

But then I realised aside from trying to do something clever with leagues, leaderboards and money orientated gaming – I had a complete game all along. 

My five year old cousin spent the whole of his Christmas playing my game — he was hooked. He wanted to know what was next? "What comes after the ring planet?" "Can I try again!" 

This made me think again about Hungry Galaxies. 

I've stripped out the League, and released a pure game version for anyone who just wants to see if they can beat it.

I'm planning on adding leaderboards back in, and maybe even a Steam release. 

Then I'll get round to updating the IOS version. 

Honestly, I had this idea that to make it as an Indie GameDev, you had to be polished and present your greatest work. Now I've learned that it's about community, putting yourself out there, making mistakes, and just having fun. 

Any donations towards Hungry Galaxies will fund updates and more games. 

Dangerous,

Files

HG_Build_Itch_mac.app.zip 60 MB
Jun 16, 2022
HG_Build_Itch_win.zip 60 MB
Jun 16, 2022

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(2 edits)

Leave the leader boards out of the main game. If you add them in, make them an optional add-on. Look at MineCraft -- Players can play single player, or they can join a multiplayer online game. MC is also an example of how successful a game can be even without fancy graphics and interfaces; It is a low poly voxel game, and has a minimalist UI.

Focus your energies on the game engine and mechanics first. And research how to gain market and exposure. Just having a "great game" will not bring in players who have no idea it even exists. Some of the best (IMO) designed games still failed miserably because a lack of marketing, and are rarely mentioned or heard of anymore. Yet, some really mediocre games are talked about and played by millions world-wide because their marketing places them constantly in view of players. If players hear a game mentioned enough, they get curious and play it.

You have it here on Itch, now get it on Steam and Good Old Games (gog). Possibly start a Patreon, and/or a Discord. Actively seek out player feedback, comments, suggestions, etc. And always be thankful for any such -- If someone comments "I sucks!", reply with "Thank you for your feedback! I/We want to improve the game! Can you tell me/us why you think it sucks, and/or what I/we can do to make it better?" If nothing else, people like to be heard, and know they have been heard.

(Edit to add: Try to make it multi-platform, as well. I use Linux, not Windows or Macintosh, so I cannot even try the game.)

Thanks for the suggestions! I'll get a Linux build from Unity next... bit hesitant to do so as I don't run Linux, so won't be able to test if the build works or not — but let's see what happens! 

I'd love to run a Patreon, but I feel like I don't have enough content to keep it going long term... But sure, this is something to think about.

I'll post an update once I've added linux support!

Thanks for reaching out! I really appreciate it.

Regarding Linux, most distros have a "ready to run" bootable Live CD/DVD to run Linux without installing to your hard drive... And most can even run in a virtual machine, such as Oracle VirtualBox, or WMWare machine. I go the opposite route -- I run Linux and test Windows builds within Wine. Eventually I send it over to my brother to test on his Windows machine. Mac OS-X is Linux based, so I do not need to test that as much: Only a small number of differences like the Apple System Menu and Help Menus. That only leaves iOS and Android platforms (and possibly more unusual platforms, such as console systems like X-Box, Sega, Nintendo, PlayStation, etc), for which there are also solutions out there.

Regarding Patreon... You may not at this time, but if you start seeing success there (and income potential to support it), you might start to expand in ways you have not imagined yet...