u/Baiken7

Image 1 — [no AI] If you like puzzle-game and relaxing arty vibes, we just released this on Mobile.
Image 2 — [no AI] If you like puzzle-game and relaxing arty vibes, we just released this on Mobile.
Image 3 — [no AI] If you like puzzle-game and relaxing arty vibes, we just released this on Mobile.
Image 4 — [no AI] If you like puzzle-game and relaxing arty vibes, we just released this on Mobile.
Image 5 — [no AI] If you like puzzle-game and relaxing arty vibes, we just released this on Mobile.

[no AI] If you like puzzle-game and relaxing arty vibes, we just released this on Mobile.

My friend and I wanted to create a puzzle game that felt like "interactive art" something challenging but visually soothing. It's called Maze It Out.

We focused on hand-crafted levels that get progressively more complex reaching fairly high level of difficulty. It’s been out on Steam for a bit, but as of today, you can carry it in your pocket! We ported it to mobile

Monetization:
Straightforward, free to try first 30 levels and a one time 4 dollar purchase to unlock the 130+ puzzles forever.

I included the no AI in my title because I saw quite a lot of quick slop mobile puzzle game poping out, just wanted to make sure we set our selves apart right away since it's all handcrafted, drawings, design and music.

But I don't want to play the Anti-AI card either, just trying to navigate this landscape, thanks for your understanding.

Hope it brings some calm (and a little bit of a challenge) to your day!

u/Baiken7 — 19 hours ago

My friend and I finally ported our Steam game to mobile, it’s been a wild 2-person journey!

u/Baiken7 — 20 hours ago

Lessons learned porting our Godot puzzle game from Steam to Mobile (2-person team).

We just launched Maze It Out on mobile, and the transition from Steam was harder than we expected.

The biggest hurdles:

  1. The UI Overhaul: What works for a mouse/monitor felt cramped on a 6-inch screen. We had to rethink the entire navigation flow.
  2. Optimization: Godot is great, but we had to be very careful with draw call and especially how Godot handle 2D lights on tile maps, had to bake almost everything to keep the "arty" look without draining the battery.
  3. The Storefronts: Managing Apple/Google requirements as a duo is a full-time job in itself. Pleasing our overlord was not easy after sacrificing two goats, a blood pact and a good boy dance we still needed to undergo 14 days playtest with at least 20 participant that actually have some daily activities which can be difficult for a tiny team.

If anyone is currently porting their Steam game to mobile, feel free to ask us anything!

  • Google Play vs Steam if you want to see the UI adaptation and what we lost on mobile, and it's still not that smooth on those pesky A14 and A13

Cheers to all!

u/Baiken7 — 20 hours ago