Developer Blog
Thoughts, updates, and reflections behind Colours of Courage.
Why I Made This Game
March 30, 2026
The idea for Colours of Courage came to me in the summer of Grade 9. Mindset has always mattered to me. I’ve seen how often people limit themselves or overlook what they already have, and I wanted to create something that could shift that perspective, even in a small way.
This game was built around positive psychology, focusing on growth, resilience, and emotional strength through meaningful choices.
After 9 months of development, I released it on March 30th. It’s free, does not use AI, all achievements can be completed within 1 hours, and I'd realy value your feedback.
What I Learned After Releasing Colours of Courage
April 6, 2026
Releasing Colours of Courage was one of the most meaningful moments of this entire journey. After 9 months of building, refining, and rethinking ideas, I finally got to share something that started as just a concept in the summer of Grade 9.
One of the biggest things I learned is that ideas evolve more than you expect. The game I imagined at the beginning is not the same game that exists now. Early on, I focused more on mechanics, but over time, I realized the emotional experience mattered more. That shift changed everything, from how I designed the world to how players interact with it.
I also learned how important feedback is. When you’re building something on your own, it’s easy to assume your ideas make sense. But once other people start playing, you quickly see what works and what doesn’t. Some features I thought were clear needed to be simplified, while other parts I didn’t think much about ended up being the most impactful.
Another thing that stood out to me was how powerful small details are. Things like the journal, the mood system, and the way the environment changes may seem minor on their own, but together they shape the entire experience.
The hardest part of the process wasn’t just coding or designing, it was staying consistent. There were times where progress felt slow or where ideas didn’t work the way I expected. Learning to keep going, adjust, and improve instead of giving up was probably the most important lesson of all.
And even though the game is now released, I don’t see it as finished.
This is just the beginning.
What do I think about using AI in game development?
April 11, 2026
I recently removed all AI use in my game interface. However, I believe the usage of the tool is very debated when developping a game. I wanted to share my thoughts on what I think.
At the start of my development process, I struggled to find ways to implement the meaningful systems my game has. Using AI was one way to help me better understand methods and the overall theory behind how to make systems. Through using the tool, I learned much more in the same time scrolling youtube to find "original" tutorials.
That said, there is a line. AI shouldn't be used to make your game, but support you throughout the process. I think of it as an outline generator, providing me with frameworks to follow. The moment you start to completely rely on AI, your creativity decreases, your imagination diminishes, and your learning experience fades.
It's not about whether you use AI or not, but how you use it to make your idea shine.
How it all started
April 21st, 2026
"Wouldn't it be sick if I managed to make a game?"
Those were the words I repeated to myself as Unity was currently installing on my laptop. The device was old, containing 20GB of storage left and low frame rates. However, my goal to make a game was not going to be stopped. After more than 10 minutes of downloading Unity, my laptop finally experienced a change in the homepage. Now with the app visible, I eagerly clicked on it, hoping to start my journey.
Yet after patiently waiting, it quickly splurted out an error message. I thought it was just a bug, but everytime I tried to run it again, it still wouldn't work. My motivation for the day was crushed, and ultimately, my vision started to diminish.
One day, I was recommended to use the godot engine, a lightweight and compact platform that could fulfill my request to make a game, while being supported by my computer. It was a win win situation, and I started my first ever scene "main".
Today, I have a better laptop that has more storage and runs the engine much better. I sort of regret not getting this computer earlier, because then I could've made better graphics with Unity. However, it is what it is and I'm happy with how far I've come, especially from extremely humble beginnings.