![]() : Now on the other side of things, what was the easiest part about developing Melvor Idle? What came naturally?īM: This is always a more difficult question! But I’d say it was when I got to really focus on the design and the direction of the game. But looking back I found that engagement was also what kept me going and allowed me to turn Melvor into a success. In the early days engaging with the community could eat into the small hours of the morning, answering DMs and sharing details etc. Working 9-10 hours and coming home to develop a game that has no guarantee of success is very difficult! Looking back on it, a lot of the time wasn’t even spent on “developing” the game, but more on the connecting tissue, like the business side of things. : What was the hardest part about developing Melvor Idle on your own? What kept you going when things started to get more difficult?īM: The hardest part was something common to most game developers who are trying to work around a regular job - time management. It was definitely a terrifying idea at the time, but it has certainly worked out for the best! ![]() I realized I had to make the choice between continuing with education or focus on what would eventually become Melvor Idle. It was only in 2019 that I dropped out of a university cybersecurity course to focus entirely on developing Mevlor Idle. : Did you already have a background in game development, or was this a completely new adventure for you?īM: As far as game development goes, Mevlor Idle is my first public project, and I’m an entirely self-taught coder. It was an idea I’d been toying with for a while, but really focusing on Melvor only started in 2019, and it only became my full-time focus last year. : You’re the founder of the Games by Malcs studio and undertook Melvor Idle’s development all on your own back in 2018?īrendan Malcolm, Games by Malcs founder: Yes! I’m the founder of Games by Malcs, and for a long time the solo developer behind Melvor Idle.
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