~14 weeks (3.5 months) for a small (2-3 person) team. 8. Cost Breakdown (One-time + Recurring) | Item | Cost (USD) | Recurrence | |------|------------|------------| | Godot 4 (engine) | $0 | - | | macOS notarization (Apple Developer) | $99/year | Annual | | EV Code Signing cert (Windows) | $300/year | Annual | | Steam Direct submission fee | $100 | One-time | | Itch.io commission | 10% of sales | Per sale | | CI (GitHub Actions) | $0 (free tier) | - | | Test devices (used Mac mini, old Windows laptop) | $600 | One-time |
Use a hybrid approach – native builds for Windows and Linux, plus a macOS notarized build, distributed via Steam (for auto-updates) and Itch.io (for DRM-free direct downloads). 2. Game Concept Summary | Aspect | Detail | |--------|--------| | Title | Nexus Vector | | Genre | Top-down puzzle / resource management | | Core loop | Connect energy nodes within a moving grid; avoid corruption zones | | Target playtime | 15–30 minutes per session, 8–12 hours total | | Save system | Local encrypted JSON (cross-platform compatible) | | Input | Mouse + keyboard (rebindable) | | Graphics | 2D with light 3D elements (low-spec friendly) | 3. Technical Feasibility Analysis 3.1 Engine Selection (Godot 4) | Platform | Build method | Export template | Known issues | |----------|--------------|----------------|---------------| | Windows | .exe (64-bit) | Built-in | None significant | | macOS | .app bundle + .dmg | Requires codesign and notarization | File permissions, Gatekeeper | | Linux | .x86_64 + .AppImage | Export as .AppImage | Library dependencies (GLIBC) | A Downloadable Game For Windows Macos Linux
Highly feasible – proceed with prototype. End of report ~14 weeks (3