Unpaired Socks Post Mortem

INTRO

On the 8th of July 2026 I've released my first game: Unpaired Socks, this are my thoughts and reflections on how the development process went and how do i feel after having publish it.

For years I wanted to develop my own game but I had always found difficult to work with a game engine like Unity or Godot, they felt overwhelming with all the functionalities in the world but not the one I needed and also they looked like a magic blackbox, I had really no idea on what was happening underneath. At the same time programming a whole game from scratch felt directionless.

All of this changed for me thanks to a series of fortunate events:

Thanks to these three factors I realized I could make a game on my own and publish it, so I decided to give it a try and see if I could manage to complete an entire videogame by myself and sell it on steam.

WHAT WAS FUN

WHAT WAS DIFFICULT

The most difficult things in the process were to keep the motivation going.

I supported myself with positive feedbacks from friends and family, with my progress folder but still it was hard especially when it's so easy to compare yourself to legendary indie games like Binding of Isaac, Stardew Valley and Animal Well.

This often make me doubt the amount of features, art and general polish to put in the game.

Since it was my first game I didn't want to overinvest but I also didn't want to put out a trash game, this went on with me first thinking of making just 3 levels without music, then I raised it to 10, then I added the arcade mode and finally I've also made the song for the soundtrack.

With every improvement I've realized that my game wasn't going to be perfect but it still was my game, the one I made and I was proud of it.

RESULT!

As of today Unpaired Socks sold 24 copies and has 1 positive review , this for me is a huge success and it gave me the (not monetary) boost to start working on my second game!