![]() That said, I have a lot of friends who are making indie games in Los Angeles who I get to work around because we have a coworking space in LA. That was probably the biggest challenge working alone. Just someone to tell me it'll be fine and don't worry. I felt like "Am I ever going to finish this? Am I failing? Would someone smarter or more talented than me be done with it already?" There's a lot of questions that run through your head when there's no one else to just reassure you and say, "Dude, don't worry about it." That's all I needed. Whenever I realized that I had to push it back, I felt disappointed. Every single year, it was twelve months away for, like, five years straight. Like I guess everyone thinks when they start their game. They were really encouraging and I was like "Cool, I guess this is my time and I'll see it through no matter what."Īlso at the beginning, I thought it was going to take one year - like a fool. There were people who believed in it enough to say, "Yeah, you should go ahead and do this and we'll give you a little bit of money to get started." That was Indie Fund in 2013. I think one of the reasons why I was able to stick with it is because, one, I felt really lucky that I was able to start working on it even at all. W hat that process is like working on something for such a long period of time and doing it almost completely alone?īE: It's a one-of-a-kind experience that I don't know whether I want to do again or not. You've also done most of Donut County relatively by yourself. L: I want to go back and ask you about the beginning of the project because this is something you've been working on for five years. Okay whatever, enough praise, now let me see the bad stuff! I've been trying to stay balanced and keep myself distracted with the good stuff. L: That's something I do as well on our own site where for some reason I always latch on to the one negative comment rather than the dozens of positive ones.īE: Yeah, there's something human about it. It's hard also to try not to look for the worst-of-the-worst so that I can feel bad for no reason. It's hard because there's such a diversity of reactions. Getting perspective on what the general consensus and thoughts are. That's on one hand but on the other, its just been trying to gauge what people think about the game. ![]() Is it out?" Nothing is different, it doesn't feel any different. I was done with it like last month and I've just been waiting and anticipating it coming out. The whole development has been a lot of different things at once. Its been a lot of different things at once. Logan: So Donut County is finally out! What's it been like for you this week to finally see people playing your game that you've spent years working on and how are you feeling?īen Esposito: Its been intense. We also touched on many of the other aspects of Donut County while also bringing up the recent situation where Esposito found that Donut County had been cloned and asked him what he though indie devs could do to combat this moving forward. We were able to chat with Donut County's primary developer Ben Esposito a few weeks back during the launch week of the game to ask him about his feelings on finally wrapping up and releasing the project after having spent so many years working on it. It's one of my personal favorite indie games of the year and has been something that I've gone back to play for a few minutes here and there even after finishing it awhile back. Even though it has a simple gameplay loop, it's a game that oozes fun out of every corner and has a clear identity from beginning to end. Donut County is one of the year's wackiest and most enjoyable releases.
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