Developing Blood Within
- Mirac Genç
- Jan 16
- 5 min read
Embarking on the journey of developing Blood Within was a transformative experience, one that was as challenging as it was rewarding. As my very first game, it became a significant milestone in my life—not because it was perfect, far from it, but because it was my first true foray into the world of game development. Regardless of where I end up in the coming years, Blood Within will always hold a special place in my heart for this reason alone.
The development process for Blood Within spanned approximately a year, give or take a few months. In retrospect, it’s a long time for a project of this scale. However, considering my lack of prior experience with programming and game design, it felt like both a marathon and a crash course in development. Every line of code, every asset placed on the screen, every decision made—all of it was a first for me. The process was exhausting, sometimes even frustrating, but it was an unparalleled learning opportunity.
Why 2D Sidescroller Soulslike?
When deciding what kind of game to make, I chose a 2D sidescroller in the soulslike genre. This wasn’t a random choice but a deliberate one, based on two factors. First, the scope of such a game seemed manageable for a solo developer. Second, I’ve always been drawn to the soulslike genre. I understand its key traits—challenging combat, atmospheric world-building, and a sense of progression that rewards perseverance. Yet, knowing what makes a genre work isn’t enough; the real challenge is executing it effectively.
The iterative process of trial and error became my greatest ally in this pursuit. I discovered that designing a game isn’t just about implementing cool ideas but also about refining them. Some mechanics that seemed fun on paper turned out to be tedious in practice, while others that I was unsure about ended up being the most enjoyable parts of the game. The only way to uncover these truths was by testing, failing, and testing again.
The Struggles with Resources
One of the biggest challenges I faced was working with limited resources. As an indie developer on a tight budget, I had to rely on free or affordable assets from the internet—everything from character sprites to background tiles and animations. While this approach kept costs down, it also came with its own set of limitations. Instead of creating a game entirely based on my original vision, I found myself adapting my ideas to fit the resources I had available.
Pixel art, for instance, is a beautiful medium, but mastering it requires years of practice. I didn’t have the luxury of time to hone that skill, nor the budget to hire a professional artist to create custom assets. This meant I had to work creatively with what I had—modifying existing assets to better fit the aesthetic I wanted for Blood Within. While it wasn’t an ideal situation, it taught me to think outside the box and make the most of what was available.
The Technical Hurdles
Programming was another significant challenge. Prior to Blood Within, I had zero experience writing code. While I had a general understanding of how games worked, translating that into functioning mechanics was a steep learning curve. Thankfully, we live in an era where technology is accessible enough for one person to create a full game, and the internet is brimming with resources to learn from.
I spent countless hours watching tutorials, reading documentation, and experimenting with different tools and techniques. Through this, I not only gained a basic understanding of programming but also learned how to debug problems, optimize performance, and design systems that worked cohesively. While I wouldn’t call myself a programmer by any means, this experience made me appreciate the importance of understanding the technical side of game development, even as a designer.
Facing Criticism and Growing from It
If there’s one thing I learned that extends far beyond game development, it’s the importance of handling criticism. Receiving feedback isn’t always easy, especially when you’ve poured your heart and soul into something. Early on in the development process, I sought feedback from friends, peers, and even strangers. Not all of it was positive, and frankly, some of it was hard to hear.
Over time, however, I came to understand the value of constructive criticism. It’s not about listening to every piece of advice you’re given but about identifying the feedback that will genuinely improve your project. Equally important is learning to separate yourself from your work—realizing that criticism of your game isn’t a reflection of your worth as a person or a creator.
The Importance of Humility and Growth
Perhaps the most profound lesson I learned is that you should never stop growing. In game development—and in life—there’s always more to learn, always room for improvement. It’s easy to fall into the trap of thinking you’ve “arrived” or “made it,” but that mindset can be dangerous. Ego, especially in creative fields, is a trap that can stifle your growth and blind you to opportunities for improvement.
At the same time, extreme humility can be just as detrimental. Striking a balance between confidence and humility is essential. Acknowledge your achievements, but don’t let them make you complacent. Recognize your flaws, but don’t let them paralyze you. Blood Within wasn’t a widely popular or commercially successful game, but I never went into the project expecting it to be. For me, its true value lay in the lessons it taught and the experiences it gave me as a first-time developer. One of the most meaningful aspects of this journey was connecting with players for the very first time. Seeing how they interacted with the game, hearing their feedback, and understanding their needs brought a whole new perspective to my work.
At times, their critiques were tough to hear, especially when they pointed out flaws I hadn’t noticed or areas where the game fell short of expectations. Yet, those moments of honesty were some of the most important in shaping my growth. Addressing their complaints through updates, refining mechanics based on their input, and witnessing the impact of those changes taught me more than I could have ever anticipated.
The experience also highlighted the importance of balancing feedback. Not every suggestion aligns with the vision of a game, and not every critique demands immediate action. Learning to filter through responses and identify the ones that truly matter—those that improve the game and align with its core design—was a vital skill I developed during this time.
Ultimately, this process reinforced a key truth: player feedback is one of the most important tools a developer has. It’s not just about creating something you believe in but about understanding how others experience it and using that knowledge to create something even better. These lessons will stay with me throughout my career, and for that alone, Blood Within will always hold a special place in my heart.
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