Fuchsia Postmortem

Hey everyone! 

So, here is a postmortem I wrote for Fuchsia during Devtober, and I realized that I never actually posted it on Fuchsia's page. I hope you can get some valuable information and/or enjoyable content from this. Thanks for reading, and happy Halloween!

Well, this game certainly wasn’t made in the just the month of October, but I thought Devtober would be a good opportunity to make a post mortem for Fuchsia, and reflect on all the things that I’ve learned about game development in the past two years or so that it took to make it.

Fuchsia is the first game I’ve ever made, so it was also a learning project -- and boy was there emphasis on the learning in learning project. 100% of my current knowledge about game development has been gained in the process of developing Fuchsia. Below I’ll go into more detail on each section of game development that I’ve learned about.



While I did have a good bit of programming knowledge before getting into game development (I was about two years into a computer science degree when I started), working with game engines (Game Maker Studio 2) has drastically improved my programming skill. For example, I used to have so much trouble working out in my head what destructors do. Now, however, I think to myself: “oh, they’re just exactly like the destroy event in GMS2.” Working with a game engine has really helped me to visualize what’s going on in object-oriented programming.

While I’m still in the first steps of my game-programming journey, I am leaps and bounds ahead of where I started with first learning game development. I’m looking forward to doing more and more complex things with my programming knowledge as I improve!


Hey, I’m no artist. Let’s move on.


I’ve been playing musical instruments since I was about 10, and I’ve been into music composition since I was about 14. The problem is that every time I’ve written a song in the past, I’ve had no idea what to do with it besides make a new song and eventually forget about the previous song I made. It’s just been like “well, I have this song here… now what?...” That’s no longer the case though. With game development, I now actually have a reason to compose songs, and a place to put them! I have had so much fun writing songs for Fuchsia, and I’m very excited to compose more music for more games in the future.


Well shoot, I didn’t really even understand the importance of marketing until just a few months ago. I can’t tell you how much I wish I had been working on gaining a following when I first started learning game development. That’s alright though; lesson learned.

As previously mentioned, it was just a few months ago that I started understanding the significance of marketing -- #screenshotsaturday, posting updates to reddit and facebook and twitter, and all that jazz. I used to think that if a game was good enough, it would just sell itself; then I discovered Thomas Brush. His Youtube content really taught me that it’s quite the contrary -- that you need to spend a lot of time marketing your game. Lesson learned, and I will certainly be doing that this next time around making a game.


Well, there it is: a very brief summary of what I’ve learned. Thank you so much to all of you who read this; and an even bigger thanks to everyone who plays Fuchsia! (You can download it here: https://hambug-games.itch.io/fuchsia-game). I’m majorly looking forward to the future of my game dev journey, and I hope you’ll join me along the way!

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