Launch Notes


First and foremost, like last year, thank you for playing Mirror War, my second game uploaded on this site. As always, I am eager to read your impressions, feedback, issues and so on.

 About Mirror War

As I said on the last post a few weeks ago, this project started when I decided to try out drawing pixel art for characters and animations. At the moment I wanted to see how these characters would look like in a game, I came out with the idea which leads to what I present to you today.

In the same fashion as my previous project Node Conquest, I worked on Mirror War single handlely with a self impossed limit of 4-5 months at max. With the following features to cover at the time of release:

  • Two playable factions with an unique roster of units.
  • Play against an AI opponent with at least 2 levels of difficulty.
  • Play locally with another player by sharing keyboard/mouse.
  • Being able to handle at least 200 - 300 units at the same time on screen without major lag spikes (at least here on my old laptop)

 What now? 

At the current state of Mirror War, it would be considered as a complete game, since the minimum planned features are covered. As usual in any game development, there were a few things that needed to be pushed aside or that needed more time to be worked on.

I am happy with the result, but I am concious that there are some issues that I will take care of in future updates (And I do promise that they won't take an entire year). Like Quality of Life features, better optimization for larger amount of units, better sound variety, redesign for bland animations, better unit stats balancing, etc.

Anyway, I hope you enjoy Mirror War as much as I did enjoy developing it.

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