A Decay in Us is a singleplayer platformer set in a post-apocalyptic world.
During the dead of night, Mila is attempting to find a safe haven in a zombie-ridden city. The darkness helps Mila hide from unwarranted zombie confrontations; however, it could also lead to her demise (given her limited vision). She carries her trusty shotgun and lighter to help her survive, but it comes at a price. Her shotgun shoots quickly but requires her to reload after every shot, which could slow her down in a zombie chase; and her lighter helps widen her field of view, but this also warns zombies of her location.
Can she make it to her safe haven?
This game was the first game that I had published. It was well received on Twitter and it led to an interview on Twitch with GameRaven. Prior to this, I had only created one other game.
Character Design & Core Concept:
Mila started as a pixel art practice piece, but her design inspired the entire game. From there, I developed a post-apocalyptic theme, imagining the atmosphere, environment, and player challenges.
Research, Art, Animation & Mechanics:
I defined the core gameplay mechanics, including how Mila’s shotgun and lighter function and how the zombies behave. To shape the game’s atmosphere, I researched post-apocalyptic settings and drew inspiration from various media. I also studied gun mechanics and animations to make sure they fit the world and matched the game’s pacing. After watching several gun-shooting videos and experimenting with different animations, I ultimately chose a simple pump-action shotgun and refined the timing to make it feel good in gameplay.
Implementation & World Design:
Throughout development, I iterated between creating art, programming features, and adjusting mechanics. I refined Mila’s movement, gun handling, and lighter use, and built the urban environment around her. When designing the level, I introduced vertical elements like balconies and ladders. Since the zombies couldn’t navigate them, I turned that limitation into a gameplay feature by letting players use light to guide zombies around the map.
Iteration & Testing:
As release approached, I created multiple builds, improved gameplay based on feedback, fixed major bugs, and added new touches like inverse kinematics for moving dumpsters. I also built the main menu, pause menu, and added post-processing effects to polish the final experience.
Release:
In the final week, I added the finishing touches to the game and sent out keys to several streamers to try it out. I focused on promoting the game on Twitter and engaging with the community to build excitement. I wrapped up the promotion with an interview with GameRavenReview, where I talked about my journey as a solo developer.
Takeaways:
Creating this game was a meaningful experience for me. Finishing it felt incredibly satisfying, especially while juggling being a full-time student, working part-time, and interning at the Naval Information Warfare Center. I’m grateful for the support I received throughout the process, and I learned a lot along the way.