Opalfall started as a request from my son: he wanted a more fun block game.
He was specific about it, too. He wanted lava. He wanted waves. That’s actually where the whole elemental idea came from — worlds built around their own element and feel, instead of one flat board that never changes. Then he landed on space as the setting, and the shape of the game clicked into place: a block puzzle that travels through a series of elemental worlds.
He’s been the product designer ever since. He plays the builds and tells me what’s fun and what isn’t, and watching him play has been the most useful feedback I get.
More than a loop
I’m a solo developer, and the goal was pretty plain: make a block game that’s more interesting than the usual endless loop. So there’s a bit of story running under it, some cute creatures and characters to meet, and real scope — the game keeps opening up the further you get, instead of repeating the same screen forever. Cozy and casual, but with somewhere to go.
The Ship’s Log
This is the dev blog. I’ll post about how Opalfall actually gets made — the worlds, the block mechanics, what’s hard, what breaks — about once a week on the way to launch on iOS and Android.
It started as a game for one kid. Now it’s getting finished for everyone.
— Alex