Reflecting on Quest for Nest, my "First" Game.


Fifty days. Fifty days since I tried again (I mean, uploaded my first game ever definitely). Holy shit.

Recently I've had a lot of drastic changes in my life that threatened my hobby and dream of becoming a game developer, but one day a month and a half back I sat down and churned out a new game under a new name. It wasn't super successful or anything, but it got a couple hundred views and it made me happy to see my creation getting some traction (and a surprising number of Linux downloads, I see you guys thank you!)

To talk about the game itself, Quest for Nest is nowhere near perfect. Being critical I'd say it's a bit boring with nothing to really do outside of replaying for better and better times. The collisions aren't fantastic, I struggled with horizontal walls mainly but took advantage of the migraine inducing bug to hide an easter egg using a glitchy part of a wall somewhere underground. The mobile version's controls should be pushed up a little bit more. If I find some free time that I don't feel especially creative during I'll work on that, but it's not high priority. I want to move on to new bigger and better projects while I have this creative spark in me. 

Being nicer though I actually play the mobile version sometimes with an Xbox controller to go for speedrun times. My best so far is 45 seconds.

Hopefully the spark to create stays with me for a long time, I'd love to make more for people to enjoy. Thank you so much for playing my game, and an extra special thanks to Mechanical Duck for blowing my mind and finding my secret easter egg room shortly after the game was uploaded. Thank you to everyone who has supported me, and thank you to my beautiful wife for being my biggest fan and strongest supporter. You all lift me up.

 - Chris (chrims1908)

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