Adam Bandel


Devlog — Odyssos

February 01, 2026 • Related to Odyssos

Snapshot

Odyssos is one of the first games I’ve actually developed and released for real players. It’s a browser incremental, so no Steam release circus—just get it in front of eyes and see what happens.

It still needs balancing, but it took the better part of a year to build, using GPT-3.5 + GPT-4 plus a decent chunk of custom/manual coding. It’s also one of the last projects where I did a lot of the manual coding myself, before AI got “good enough” that doing it all by hand stopped feeling necessary for something like this.

Timeline (how it actually happened)

Reception (the good + the annoying)

It got mixed reviews, and the negative ones were almost entirely about balancing. At the same time, it also got a lot of praise—people seemed to genuinely enjoy the gameplay, and I racked up a lot of logged playtime across a couple incremental game sites.

What I think I did right

The “gently unfolding” UI

A ton of work went into the UI and tutorial pacing—specifically: don’t dump a thousand menus/options on players immediately. I hate that, and I’m pretty sure most players do too, so the plan from day one was a UI that gradually unfolds instead of jumpscaring you with complexity. I think I pulled that off pretty well.

Actually finishing (rare event)

For my first game that I’ve released—hell, one of the first I’ve even pushed past the “20% done” zone—I’m legitimately proud of it.

What’s still broken / unfinished

Balancing (obvious) + math (worse)

The balancing problems aren’t just curve tuning—some issues are in the actual calculations. And yeah, a modern model (Opus 4.5 / GPT-5.2) would probably annihilate the cleanup and balancing work if I sat down and did it properly. The limiting factor is just me setting aside the time.

Player feedback pattern

Most feedback threads were basically: “Hey, this game explodes after X level.” I already knew about that, but it was still useful—and now I have real playtesting data to work from.

Architecture notes (or lack thereof)

I don’t think there’s anything especially notable architecturally here. This isn’t the “clever systems engineering” project—it’s the “make a real game and release it” project.

Next steps (when I stop procrastinating)

Why I care (the real reason)

The best part isn’t money. It’s the proof: I can make something that other people actually enjoy, and I’m not insane for thinking my ideas are fun.

You can play it at odyssos.io.