Showing posts with label a Solo Indie Developer. Show all posts
Showing posts with label a Solo Indie Developer. Show all posts

Tuesday, October 13, 2026

How Ofihombre Built Digital World Game as a Solo Indie Developer

Hey guys, this time we take a closer look at Randy & Manilla, a unique quantum cyber-universe created by solo developer Ofihombre! The game invites players into a mysterious virtual environment inspired by Wreck-It Ralph and Ready Player One, hosted by Net-Cubes spanning multiple game genres.

Below is our exclusive Q&A with Ofihombre, where he discusses his development journey, challenges, and tools used to bring this ambitious project to life.

1: Could you introduce yourself and tell us a little about your background in game development? How did you get started making games?

I started experimenting with game development when I got GameMaker. I've been trying it out since I first learned about it in 2009. I published three small games on the old sandbox yoyogames.com site starting in 2013, and it was also the base for some earlier games that came out up until 2016 (like Cubix, Andrux Adventure, Pixelbit World, etc.).

2: What is Randy & Manilla, and what can players expect when they play it?

Randy & Manilla is an indie game where two siblings embark on a quantum virtual adventure where each Net-Cube (world) represents a specific video game genre (Terra-Qubit is a platformer, Gamezone Cube is arcades, and Rol & Rogue is an RPG and roguelite). That's more or less the basic idea players would expect.

3: What famous game inspired you to create it?

It wasn't actually because of a specific video game, but rather due to the influence of the Disney movie Wreck-It Ralph. I wanted to see games with digital, abstract, and pixelated environments where the characters evoked that movie, especially with a young female character who conveyed the same sense of tenderness as Vanellope Von Schweetz, and that also included references to classic games.

4: How did you approach the development of Randy & Manilla, and what tools or game engine did you use to build it?

The game is mainly developed with Unity 2019. For art and sprite editing, I used GameMaker 8.1 Lite; for modeling, Blender; RPG in a Box for voxelated assets and some Maya; for sound and music editing, Audacity and Cubase; and Wordpad for writing the script and dialogues.

5: What was the biggest challenge you faced while developing Randy & Manilla, and how did you solve it?

The biggest challenge I faced in developing the game was finding funding to invest in people who could help me develop the game I had planned. I had the misfortune of failing in Kickstarter and Indiegogo campaigns, mainly due to my inexperience in campaign marketing and my ego at the time. Luckily, my family has been very generous in making small contributions, but this meant that my game had to adapt to their financial limitations, which is one of the reasons why its development has been so slow.

6: Any info about the full release date?

As of the date of this interview, the game is 90% complete, so in theory, the game should reach version 1.0 in 2027, but I cannot guarantee an exact date until everything is secured.

7: Was there a particular gameplay mechanic, design decision, or feature that you really wanted to get right?

On my own, it was more about a lot of small details that bothered me; everything else was due to feedback, especially the cameras and gameplay.

8: Are you using AI tools to make this game?

The game began development in 2019, so a significant portion of its development predates the advent of generative LLMs. I don't usually use tools created with vibe coding or that generate assets based on a multitude of data mixtures trained using probability, because not only would the game be heavily criticized, but I also prefer to have tools that give me creative freedom (however complex that may be). If there are any elements made by generative AI, it would be due to outsourced parts of the development, and when I detect them, I ask that they be changed to elements made manually. The only use I would give to AI would be to request a chatbot for things that are very difficult to find. I also don't want AI agents doing all the work for me and then making a mess of things without my supervision. If we talk about the game at a conceptual level, the characters are highly advanced NPC AIs with defined personalities and purposes.

9: What was the most difficult part of developing an indie game as a solo developer?

Since it's a game where I do a lot of the work alone, it's impossible to develop so many things at once. There were parts that took years to review, and the weight of their accumulation is noticeable, but the most complex part I remember was creating the cutscenes. It's a very complex process that requires creating scenarios, storyboards, animations, and voice acting, even including lip-syncing. Talking about voice acting, the hardest voices to find were for Randy and Manilla, especially Randy. People who can accurately imitate pre-teen voices like Ash Ketchum (Pokémon) or Sora (from the first Kingdom Hearts) are unreliable and require younger actors. The actor I found for Randy wasn't particularly active, and finding a replacement will be just as difficult.

10: Looking back at the development of Randy & Manilla, what is one thing you would do differently if you started the project again?

What I would do is revamp the art style and character designs, but since it's a game based on something abstract, the artistic consistency sometimes becomes nonexistent. I would also change the mechanical aspects that I couldn't polish and address any plot holes.

11: What advice would you give to someone who is currently working on their first indie game?

If you're someone who doesn't have the experience of having created several previous projects, the resources of Team Cherry, a very large financial cushion to withstand the first failure, or even being willing to mortgage your house like the people behind Cuphead, I wouldn't recommend that you develop a game of Randy & Manilla

12: What would you say to someone who has never played Randy & Manilla before? Why should they give it a try, and where can they play it?

I would summarize what the game is about, ask if they would be interested in trying it in a very simple way, and mention that it is available on both Steam and indiexpo. 

You can discover and download Randy & Manilla on indiexpo here: 

Play Randy & Manilla on indiexpo

Wednesday, September 23, 2026

How Mazzutak Built an Anime Shooter as a Solo Indie Developer

Machine Girls Overdrive is a 3D anime-inspired third-person cover shooter that combines classic arcade action with light tower defense mechanics and roguelike elements. Developed by Fabrizio, aka Mazzutak, the game brings together his long-standing passion for programming, Japanese anime, and giant robots.

Developed primarily as a solo project in spare time, Machine Girls Overdrive combines tools ranging from Unity and Blender to Gimp, while also making use of several AI tools for music, voices, and graphics.

In this interview, Mazzutak discusses his decades-long programming background, the influences behind Machine Girls Overdrive, his development process, the challenges of balancing an arcade-focused game, and his advice for other aspiring indie developers.

1. Could you introduce yourself and tell us a little about your background in game development? How did you get started making games?

Hi, I'm Fabrizio, a 50+ programmer who started coding at 10 on a C64. I carried that passion forward, paired with a deep love for Japanese anime and giant robots.

2. What is Machine Girls Overdrive, and what can players expect when they play it?

Machine Girls Overdrive brings my idea to life: old-school arcade gameplay fused with modern tower defense, roguelike elements, and the Japanese flair I love.

3. What famous game inspired you to create it?

Gameplay-wise I drew inspiration from Cabal and Wild Arms, with a modern aesthetic nodding to Nikke and Turret Girls, blending rogue card upgrades and tower defense.

4. How did you approach the development of Machine Girls Overdrive, and what tools or game engine did you use to build it?

Development had clear steps: hand-drawn characters, outfits from Cyber Critter modeled in Blender, Unity 3D as engine, Gimp for 2D art, and modified Unity Store assets.

5. Did you use any AI tools to make it? Which one and for what?

As a solo dev on a budget, I used AI tools: Suno Pro for music, EventLab AI for voices, and Minimachina 3D with Nanobanana models and GPT for graphics.

6. What was the biggest challenge you faced while developing Machine Girls Overdrive, and how did you solve it?

The biggest challenge was making a repetitive genre rewarding — building a balanced difficulty curve, keeping it challenging but never frustrating, with engaging characters.

7. Was there a particular gameplay mechanic, design decision, or feature that you really wanted to get right?

Definitely the Overdrive and jeep mechanics — they make the game unique by breaking repetition with gameplay shifts that keep players on their toes.

8. When the full version will be released?

Hard to say - I develop in my spare time. The game spans three areas: the suburban zone is playable now; urban city of Astra and the AI tower are still coming.

9. What was the most difficult part of developing an indie game as a solo developer?

Solo development is complex but doable. A solid project plan with clear milestones is key - and never adding unplanned features mid-development.

10. Looking back at the development of Machine Girls Overdrive, what is one thing you would do differently if you started the project again?

Honestly, nothing — I created exactly what I wanted and delivered the experience I envisioned, including a story lore close to anime like kyashan.

11. What advice would you give to someone who is currently working on their first indie game?

Always start small, but include every core feature that defines your game: gameplay, title screen, game over, stages, enemies, and progression.

12. What game have you discovered recently on indiexpo that impressed you or caught your attention?

Definitely Pocket Quest by Testament - a really well-made game that shows a smart and skilled use of the technology it was built with.

13. What would you say to someone who has never played Machine Girls Overdrive before? Why should they give it a try, and where can they play it?

Because it's awesome! I recommend it to all arcade fans who love Japanese anime — face 15 waves of evil robots and challenge the fearsome BOSS Drill Gigamec to save ASTRA!

Give Machine Girls Overdrive a Try

If you enjoy arcade shooters, Japanese anime aesthetics, giant robots, and fast-paced combat, Machine Girls Overdrive offers a combination of classic arcade-inspired gameplay and modern systems such as tower defense and roguelike elements!

You can discover and download Machine Girls Overdrive on indiexpo here:

Play Machine Girls Overdrive on indiexpo