Soodal Games
SOODAL GAMES · SOLO INDIE STUDIO

Soodal Games — Choi Hanmin's
Solo Indie Game Studio

No engine license, no team — just one laptop and whatever nights I can spare, from concept to launch, entirely on my own. Everything it takes to ship a game on Google Play and Steam is laid out below.

0Games Released (Play / Steam)
0Steam Build (Electron)
0Solo Developer — Choi Hanmin
0Days of Game Dev
Soodal Games mascot otter

Soodal means 'otter' in Korean. One person, one mascot — click me 🦦

SOLO DEV

Alone, But All In

Soodal Games has no team, and no separate game-engine license. What I have is one laptop and whatever hours I can find at night. After class I run around to extracurriculars, work out in the evening, and squeeze in time between all of that to plan the next game. Once it's past midnight I write code, and at dawn I fix the bugs I made the day before. Designer, developer, artist, sound director, QA, marketer — every role it takes to finish a game, I handle all of it myself.

Choi Hanmin developing a game

"Every line of code, every piece of art, every bug fix on this site —
all made with my own blood, sweat, and tears."

— Choi Hanmin, Soodal Games

RELEASES

Released Games

Soodal Games (Choi Hanmin) · single HTML/CSS/JS PWA → TWA build pipeline

Stealth Ops screenshot
Stealth Ops v4.3.0.0

A stealth action game with 9 weapon types, 6 mini-games per stage, and a dual-stage map structure.

Behind the scenes: weapon balancing kept me up until 4AM.

Google Play
Time Heist 24 screenshot
Time Heist 24

A turn-based strategy game where time itself is your health, your action points, and your score.

Behind the scenes: I spent so long designing the turn rules, I burned through all of my own turns.

Google Play
Seat Hunter screenshot
Seat Hunter

A casual observation game — watch subway passengers and guess who's about to get off.

Behind the scenes: I was so busy testing observation skills that I missed my own stop.

Google Play
Stress Smash screenshot
Stress Smash

A hit-focused casual game — tap the screen to smash your stress away.

Behind the scenes: playtesting actually relieved my stress for real.

Google Play
Color Debt screenshot
Color Debt

A casual puzzle game — merge and pop same-colored faces before your debt grows.

Behind the scenes: making a game about debt made me think about my own bank balance.

Google Play
Maze Escape screenshot
Maze Escape

A casual maze-escape game where you collect keys to find the way out — one of the earliest titles.

Behind the scenes: while designing the maze, I couldn't find my own way out of it.

Google Play
PROCESS

How a Game Gets Made

From a one-line idea to a Google Play / Steam release, in 7 steps

01
💡Concept & Idea Sketch

A habit of eyeing subway seats, a way to blow off stress, a courtroom drama I used to love — it starts by boiling some everyday spark into one line of core loop. If a single fun action isn't crystal clear, it never moves to the next step.

02
⌨️Prototype — No Engine, By Hand

No game engine — the core mechanics are written by hand in plain HTML5 / CSS / JavaScript with the Canvas API. The build stays light and testable in any browser, so I can validate whether an idea is actually fun fast.

03
🎨Art, Sound & UI

Sprites, effects, fonts, every single button, and sound effects — all picked and polished by me alone. With no team, I swap between designer, developer, artist, and sound director hats several times a day.

04
🧪Playtesting & Balancing

I run dozens, sometimes hundreds of rounds myself to tune difficulty and balance. Balancing the weapons in Stealth Ops once ran until 4AM — if it isn't fun, I tear it down and rebuild it.

05
🌐Korean/English Localization

Every game ships with Korean and English support by default, for players at home and abroad alike. No machine translation — every line of text is translated and polished by hand.

06
📦Packaging — PWA → TWA / Electron

The finished web game is wrapped as a PWA, then packaged as a TWA (Trusted Web Activity) build for Google Play and as an Electron build for Steam. I designed this structure myself so one codebase supports both platforms at once.

07
🚀Launch & Live Updates

Launch isn't the finish line. I keep stacking commits based on bug reports and reviews. You can watch that record in real time in the timeline below.

TIMELINE

Game Dev & Commit Timeline

Game dev kickoff dates and live commits, merged and sorted chronologically.

SONG

Choi Hanmin's Favorite Song

The song on repeat when development wears me out, stacking commits at dawn.

야르송 (최한민 ver.)

원곡: 알라미 Alarmy

IG: @alarmy_official_kr

한민이가 왔다잖아 (최한민 ver.)

원곡: 알라미 Alarmy

IG: @alarmy_official_kr

CHAT

Chat with AI Soodal

Not a real AI — just a rule-based FAQ bot that matches your question to a canned answer. Try the buttons below, or type your own.

AI Soodal
Rule-based FAQ bot · Free · Runs entirely in your browser, no server

Hi! I'm a simple rule-based chatbot standing in for Choi Hanmin to answer common questions. Try a button below, or type whatever you're curious about 🙂

FEEDBACK

Report a Bug / Send Feedback

Write down a bug you found, or anything else on your mind — it goes straight to Choi Hanmin's inbox. Name and email are optional.