Hey everyone !
It's been a while since the last update about my projects and latest Godot game so here we go.
By the way, sorry for french talking only people only but I'm switching everything to English now (but online translators are your friends!). This was a hard choice but I realized most of my followers right now are english speaking people from all around the world. It's easier to use only one language.
Last In Space
I won't lie, Last In Space is not selling much anymore. But here's a nice tutorial made by a French youtuber !
Also got a cool article from the indie hive : Last in Space – Survive an Alien Invasion!
Youtube
I'm working on the next video. Actually I got carried away and already have two scripts ready. The first one will be about finding inspiration as game developers, the second one about game design tips from Sid Meier (article I wrote some time ago).
Because of the switch to english, I'm not sure what I should do with the two podcasts I recorded (in french). I could subtitle them but that's a lot of work, what do you think ?
Lueur in HD !
Those following me on twitter or Ko-fi might have noticed it; Lueur changed a lot.

Lueur is now "HD", meaning it now uses a 1920x1080 resolution instead of the 64x64. It was a hard choice to make, but after some testing I realized how better the game looked on a bigger resolution. The 64x64 resolution is a bad marketing argument anyway, so I don't see why I would sacrifice quality for it.
I'm keeping the 64x64 visuals though. But the higher resolution allows me to use screen effects, bigger fonts, and makes the image more readable.
Let me know what you think of this !
Lueur coming to steam
Here's the plan :
I will create the steam page for Lueur (it costs 100$) so that people are able to wishlist the game before the release early 2023. I need to get that done before December.
I'm currently working on a "alpha" version of Lueur. It's a version of the game that is incomplete, but complete enough to understand how the final version would be. This alpha will be sent to press and influencers for review.
Then I'll finish the game while sharing it as much as possible everywhere to gain wishlists. I'll also start the next project and focus on youtube during this time. If I have a lot of wishlist (>100) by february I'll complete the game with everything I want to add. Otherwise I'll just add one level or two without new mechanics.
Currently the alpha has about 1 hour of playtime. The final game should have about 5 hours of playtime, more if the player tries harder difficulties. I'll use the same model as Last In Space : a classic edition and a more expensive supporter edition.
I'm not sure about the price yet, but I'm thinking about $4 for the classic version.
Why not directly release the game when it's done ?
This whole process can seem strange considering the game could be finished by the end of the month, but it's actually very important. Last In Space did not really seem like a serious game for a lot of people. Here are two main reasons for that :
- Only available on itch -> no steam page, no wishlist, no greenlight or event like steam fest
- No marketing ¨campaign", never heard about the game before the release -> press likes to have exclusive version they can talk about in their articles. Now that last in space is 4 months old, it's already kind of a dead game that no one is gonna talk about. So it's important to market before the release.
I'm gonna take my time and build up the hype around the game for a few months. This is gonna make the game look more serious, more like something valuable that press can talk about. This will give time for press to write reviews, youtuber to make videos, etc...
That way I also avoid working too much on the game if I see that no one cares about it.
Anyway I'm gonna talk a little bit more about that in the next member exclusive weekletter on ko-fi.
Outro
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