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How do you fit an elephant into a refrigerator? Now of course, by chopping him up, then slowly fitting the pieces in one by one, right? No no no! First off, sick. Second, all you have to do is open the door and shove him in! What does this have to do with Stupid to live? EVERYTHING. Stupid to live is a free puzzle game that uses your own intuition against you. You over complicate things, try to find the answers when they’re right in front of you. Looking around the room for the cube that’s in your hands. The answer to every puzzle isn’t obvious because it’s so obvious, that you think it’s not the answer because no answer can be that obvious. Obviously. Stupid to live has 11 unique levels, and a ton of different mechanics, So the game never gets tiring, even after you’ve been stuck on the same puzzle for over an hour. the whole game is wrapped up with a humorous story, hand drawn pixel art, and a custom soundtrack. the only piece that's missing is you. the player.

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Stupid to live is a free 2D puzzle game where you solve puzzles that use your own intuition against you. you over complicate things, look for the cube that's right in your hands. it was a passion project that has been blown up to be so much more. if you'd like to learn about the developers struggles in breathing it to life this is the right article for you!

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Stupid to live is a 2D puzzle platformer, but this article isn't about that, it's about the journey I went on developing it. way back in 2016 I was working on my first game, a massive 2D rpg that I had spent over a year on and had made less that 0.01 percent done on it. I fell in the pit trap the almost all beginner game devs fall into, making their first game way to big. with no experience I got burnt out from no progress and jumped ship. I then decided to work on a much smaller project I had in the back of my mind for quite a while. Stupid to live. Well I ending up finishing the game so it was the right choice. but it wasn't without it's own hardships. mostly post production. I had no idea about marketing and quickly realized that spamming twitter wasn't cutting it. however it was too late at that point and there was nothing i could do. (starting a dev blog and posting about my game earlier was what i should of done). that's fine the coverage from indie news sites should cover me. Ha-ha. no. Even though my game is good (don't take my word for it check it out yourself) my coverage, was. nonexistent. I also waited to long to start filling out information on the sites I was going to release on (including db) so I was stressed out trying to fill it out in time for launch. so why am I writing this? maybe to give experienced game devs a good laugh at my expense.maybe for marketing? maybe to inspire other people because even after all this making stupid to live was awesome!

maybe to let players know what actually goes behind the games they play.

thanks for reading, hope you enjoyed, let me know if you, or someone you know has gone through similar struggles, we could exchange laughs or tears together. or follow me on twitter at : Twitter.com. or you know, check out my game maybe?



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