Marcos Codas
Posted
Today with speak with Penusbmic, the creator of Bullet Bunny, as they celebrate the 1 year anniversary of the game's release on Steam!
-
Hi, I’m Pen, USB, Mic, the world's okayest dad that pixels… and released a game! A year ago today, I released my very first game into the world: Bullet Bunny. What started as a simple idea—a passion project fueled by late nights, trial and error, and plenty of coffee—became something real, something that people could play and enjoy.
I was never supposed to make a game, I knew nothing about coding, game design, or how games worked, and here I am a year later with a game released on steam. Let me explain how.
One of the key elements that made this possible was GDevelop. As someone without a deep programming background, GDevelop was a game-changer. It allowed me to bring my vision to life without the steep learning curve of traditional coding.
By nature, I am a pixel artist and animator—I never imagined I would add game developer to that list. My day-to-day work involves creating and selling game assets for indie developers to use in their projects. Initially, my goal was to improve my assets by testing them in a game engine, but I had no experience with coding and no idea where to start.
That all changed when I stumbled upon a YouTube video for GDevelop, a "no-code" game engine. Intrigued, I decided to test some of my assets with it. At first, I simply imported characters, UI elements, environment pieces, and other assets, familiarizing myself with the program as I went.
The more I experimented, the more comfortable I became.
Eventually, I started following tutorials, and that’s when everything clicked. I fell in love with the event-based system, the intuitive layout, and how the team constantly updated the engine with new features. It was an incredible experience watching my ideas come to life without having to write a single line of code.
The process of integrating a GDevelop game into Steam is beyond simple. In very few steps, everything was set up and ready to go. Fast forward to today, and I can confidently say that my game, Bullet Bunny, was a success.
With over 4,000 copies sold and 103 reviews on Steam, the journey has been nothing short of amazing. Releasing the game was both exhilarating and terrifying. After months of designing, fine-tuning mechanics, and relentless testing, pressing that "publish" button felt surreal.
Seeing players engage with the game, share their experiences, and provide feedback has been both rewarding and humbling. The entire journey—from discovering GDevelop to launching Bullet Bunny—has been a transformative experience, and I can't wait to see where it leads next.
Since releasing Bullet Bunny, I’ve created countless prototypes in GDevelop, and with each project, the process has become smoother and more intuitive. The updates and support from the dev team continue to impress me. I’m beyond excited to have just announced my next title, Örnöga: Idle, and I can't wait to embark on this journey all over again!
If you’re thinking about releasing your first game, here’s what I’ve learned. Start small, but dream big—you don’t need to create the next AAA title on your first try. Focus on a project you can finish and use it as a stepping stone for bigger things. Embrace feedback because players will notice things you never considered; listen, learn, and improve.
Marketing matters—no matter how great your game is, if people don’t know about it, they won’t play it. Share your progress, build a community, and engage with potential players early on.
Don’t fear imperfection; no game is perfect, especially not the first one. Done is better than perfect, and every release is a learning experience. Most importantly, enjoy the process.
Making games is tough, but it’s also one of the most fulfilling creative endeavors. Celebrate the small wins along the way!
To those still dreaming of launching their first game—go for it. The world needs more creators, and your vision is worth sharing. Here’s to another year of making, learning, and inspiring!