onEye is my first independent game after graduating from Supinfogame in 2008. I was able to spend 6 months on the game and even if I'm not satisfied with it today I learned a lot by making it.
I did everything on this game, art, programming (with the Construct software), sound design (with limited sound banks and some music I bought the rights to), communication, etc...
The game was released in 2011, a little after the beginning of the new wave of independent games and standards were not as high as they are now, which allowed me to have an article on several French specialized sites with a clearly amateur game.
If you want to test it, it is available on Itch.io at free price:
The principle of the game is simple, it is a Metroidvania in which you control a small creature with a unique eye. This eye will eventually allow it to fire up to 3 different types of projectiles to solve the different situations encountered in the game and to face its enemies.
You will find action sequences, reflection sequences, or others rather based on observation and reflexes.
Even though the main adventure is short, I decided to go for the extra content, with bonus levels, a boss battle and an infinite mode to unlock by completing certain challenges. All this means that to finish the game at 100% you have to spend some time on it.
The scenario is minimal. The only texts you see in the game are in the menus and it was a very clear design choice on my part. I wanted to try to make everything understandable through the visuals, which would have been more obvious if I could have spent more time on the project. The environments and the staging and particular would have benefited from a little more work on my part.
The development of the game was quite chaotic, especially because of the software I was using to develop the game, Construct. I don't know if it's because of the limitations of the software or if I was using it incorrectly, but the project was very unstable towards the end of development, causing many crashes that forced me to close and reopen the project every time I made any significant changes.
It is among other things this instability that made me close the project after 6 months, it became very difficult to work on it. It doesn't explain all the flaws of the game of course, there's a lot of inexperience in it, but this project showed me how difficult it is to do a project from start to finish by yourself.
The main regret I have about onEye is not being able to give the best in terms of graphics since I was mired in these technical problems.
I also learned a lot in terms of level design, visual storytelling, communication, marketing, etc... and I will advise anyone who can afford it financially to try their hand at creating a project of a certain scale. It's very formative and it allows you to better evaluate what you can or cannot do afterwards, which is difficult to do until you've tried it. All these skills were very useful afterwards when I worked on Splasher with my buddy Romain Claude.
Pre-production or communication images on primitive versions of the game