Next came Rise of the Squire, a 2D platformer action-adventure RPG with a side-scrolling, 1-bit aesthetic. It was a mix of many genres, but it turned out to be one of the highest-quality games IΓÇÖve ever created. With cinematic sequences, complex AI systems, music, sound effects, and more, it was a game I felt proud of. Someone even told me it was "Steam ready," but I wasnΓÇÖt so sure.
Maybe it was an inferiority complexΓÇöI felt like a kid who couldn't get a game on SteamΓÇöor maybe it was the fact that publishing on Steam costs $100, which is a lot of money where IΓÇÖm from. Even if I had the cash, there were no easy ways to pay online (no bank cards or similar options). IΓÇÖm going off-topic now, but that frustration held me back. Despite all of that, Rise of the Squire did commercially average, and it taught me an important lesson: making a great game isnΓÇÖt enough. A game has to sell well, not just take a ton of effort to make.
One of the big motivations for creating this game was a personal goalΓÇöI wanted to go on a trip to Bali! But unfortunately, one of the publishers I was working with went bankrupt (probably not from paying me too much, though, they paid pennies!). So, that dream trip was canceled.
Rise of the Squire also marked the last game I made in that corrupt "studio." While working on it, I started developing a side project that would eventually help kickstart my own venture. This time, I wasnΓÇÖt planning on sharing any of the revenue. After all, when you put in the work to bake the entire pizza, you shouldnΓÇÖt have to share a single slice.