Devlog Noxem #01 – Nice to Meet You, Luunyn
- Luunyn

- May 24
- 4 min read
Hi, I’m Luunyn, the solo developer behind Noxem, and this is my very first devlog. I’ve been working on this game for about 5–6 months now, but I hadn’t thought about doing a devlog until now. So I’ll need to start a bit from the (not so recent) past. In this first devlog, I want to talk a little about my journey leading up to the beginning of development.
My history with games goes back to my childhood, like most gamers. The shift from being just a regular player to someone who cared more deeply about games happened around three years ago, when I started writing reviews of the games I played. Since then, I’ve written reviews for 164 games. Writing them helped me analyze games from new perspectives, notice nuances, and really reflect on what I was experiencing. I began to see games as more than entertainment - I started seeing them as art.
After reviewing over a hundred games, I decided to make my own. To be honest, this isn’t the first time I’ve made or tried to make a game, but it’s definitely the first time I’ve gone through the entire development process on my own. I’ve had a few experiences with game development in the past - three in total. The first was during college, when we developed a game as a class project involving 14 people. I was part of two teams: the art team and QA. The second was an unsuccessful attempt to make a visual novel with a friend, which unfortunately lasted less than a month. The third was a game jam I participated in with another friend - he handled programming, and I did all the art and game design. The game we made is free and available on itch.io. It’s called Mystic Ocean.

Noxem is the first game I set out to make completely solo, and it’s definitely the biggest one so far. And when I say solo, I mean literally solo. I do all the art and programming myself - no contractors, no one else involved. Why did I decide to go that route? Well, I’ve always dreamed of making a game, but I never really managed to complete one with friends. After all, it’s not exactly easy to convince someone to commit to a years-long project without any financial compensation. Why not just join a game studio? Although I don’t consider myself a beginner - I have a degree in Information Systems - I also don’t see myself as experienced enough to work in a studio yet. I need more experience, and what better way to get it than by developing a commercial game on my own?
The production process began with some basic decisions. The first was choosing which IDE (or game engine) to use. That wasn’t a hard decision - Unity seemed like the obvious choice, especially since I was sure I wanted to make a 2D game. It’s worth noting that, at that time, the controversy involving Unity’s revenue share model hadn’t happened yet. As for the art style, I went with 2D pixel art because I’m not really skilled in traditional art and I know nothing about 3D modeling, so 3D was out of the question. In terms of game design, everything came from me - my experiences so far have formed the foundation for my development process.
When I started thinking about what kind of game I wanted to make, I remembered a project I had worked on with some friends a few years ago. We had started sketching out a board game where each player would control a wizard and compete to reach the end and obtain the Arcanum, a stone that held all the magic in the world. We even created a prototype, but the idea never moved forward. Still, it served as an excellent starting point for developing my game.
After making the necessary adaptations, I considered creating a turn-based battle game on a hexagonal grid—naturally keeping the idea that all playable characters would be wizards. My main reference was Alina: Battle Arena. I started writing a GDD (Game Development Document), created a prototype for the spell cards, and even sketched out the game’s HUD and designed the various screens.
However, my concept shifted again after a conversation with a close friend—the same one I did the game jam with, nicknamed Farofa. Something he said changed a few of my ideas: “If I had to make a game by myself, I’d make a survivor-like.” I thought about the basic mechanics of that genre, and it actually made a lot of sense. It’s a relatively simple concept, so I decided to change my initial idea and go in that direction instead. From Arcanum to now, only one thing has remained the same: my game is still about wizards.

Before diving into game design or narrative, I started with the basics: playing as many games in the genre as possible. This was at the end of 2023. I want to make it clear that I didn’t just play the games - I completed all the objectives possible in each of them, because I believe it’s important to have a full experience in order to truly understand what works and what doesn’t. After playing 4–5 games, I had a solid idea of what I wanted to do. That’s when I began thinking about the game design and actually started developing the game. This was at the beginning of 2024. I worked on the game until April, then paused development until January 2025, when I picked it back up - and production has been going full steam ahead ever since.
A final note: The pixel art below was the very first one I ever made—it's a self-portrait. I always like to use it as a reminder of where my skills were when I first started. So get used to seeing this artwork on my social media, website, and YouTube channel!

What I’ve done so far - those first steps - will be the subject of the next devlog. Until then!



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