Kyle Schmitz
banner
kyleschmitz.bsky.social
Kyle Schmitz
@kyleschmitz.bsky.social
Game designer and developer of Little Rocket Lab! Available now on Steam:
https://store.steampowered.com/app/2451100/
I'm already planning on buying one. I hate setting up my laptop to play Steam games on the TV.
November 12, 2025 at 7:06 PM
I agree! Thanks for playing it!
November 8, 2025 at 10:26 PM
A lot of pixel art was myself, but as a whole, the art was a combination of work from half a dozen different artists. The key is to work with people who fill in gaps in your own skillset. :)
October 27, 2025 at 4:13 PM
I wonder what's at the bottom of that pond. Couldn't hurt to throw another in...
October 27, 2025 at 4:02 PM
On the plus side, every time this happens I get to learn new British insults.
October 24, 2025 at 6:50 PM
I have heard once that making games is hard.
October 21, 2025 at 2:48 PM
<3
October 17, 2025 at 5:29 AM
The grass is actually using a dual grid system, based on the helpful information that @oskarstalberg.bsky.social shared on his twitter. :)
October 15, 2025 at 8:32 PM
Little Rocket Lab uses Unity's rule tiles *everywhere*.
October 15, 2025 at 6:56 PM
The factory must grow! But like, in a friendly way.
October 15, 2025 at 6:51 PM
So glad you like it!
October 15, 2025 at 6:48 PM
Nothing is a sure-fire way to get a hit. There's a lot that went in our favor (and a lot that didn't). But we can at least try to stack the odds a bit, and hope for a little luck along the way.
October 15, 2025 at 3:45 AM
6. Playtest playtest playtest

You simply have no way of knowing if what you're building is any good until you give it to someone else to play.

You can't big brain your way out of this. Do a playtest, get the uncomfortable feedback, fix it, and then playtest again.
October 15, 2025 at 3:45 AM
5. Set deadlines!

If you want to do this for a living, then run it like a business. Set a deadline, and hit it.

Don't tell yourself "It just needs this one last feature." That's your way of procrastinating. You'd be surprised how much stuff you think you need that can really be cut.
October 15, 2025 at 3:45 AM
4. Be weird!

You're indie! Why did you get into this field if you didn't want to do your own thing? Novelty is the superpower of indies. We get to do all the weird stuff that AAA won't touch, and there's no one to tell us no.

Being weird gives games character.
October 15, 2025 at 3:45 AM
3. Be clear on your audience

LRL was always meant to be a an introduction to automation games for the cozy crowd.

By saying what the game is, we are also saying what it isn't: a hardcore automation game. If we catered to that audience, we would have lost what is actually unique about the game.
October 15, 2025 at 3:45 AM
2. Develop a hook

Ryan Clark's (@braceyourselfok.bsky.social) video series on video game hooks was the spark for this entire game. Stardew Valley but with Factorio-style automation? That's just not something that existed when I started working on this game.
October 15, 2025 at 3:45 AM
1. Pick a viable genre

Chris Zukowski from How to Market a Game does a fantastic job of breaking down which genres are popular on Steam. It is not a coincidence that Little Rocket Lab is a simulation game and RPG, both of which rank high on median revenue, while low on number of games released.
October 15, 2025 at 3:45 AM