How a Solo Developer Reinvented a 2D Shooter Formula
Justin Wilkin, founder of Wilkin Games, joined us to talk about Deadswitch Combat, its gameplay mechanics, the development process, and the sources of inspiration behind the series.
Introduction
I'm Justin, the developer behind Deadswitch Combat and the founder of Wilkin Games. I'm a solo developer based in Canada, though the Deadswitch series has been supported and shaped by a passionate community over the years. I first got into game development back in the mid-2000s during the golden era of Flash games. I spent countless hours on Newgrounds playing titles like Madness Interactive and Defend Your Castle.
Those games showed me how creative and accessible browser gaming could be, you could play something instantly, even on a school computer. That sense of freedom and creativity is what pushed me to start making my own games. I've been working on the Deadswitch series for many years now, evolving it from a simple Flash game into the fully featured multiplayer shooter it is today.
My game development journey started with Flash game development. The first Deadswitch game was released in 2012 using Flash. Ever since then, I've continued my passion for game development. As Flash came to an end, I transitioned into HTML5 game development, which was a natural next step.
It gave me more flexibility and better performance than Flash. It also enabled me to release mobile-friendly versions of my games easily. Eventually, as the projects grew larger and more ambitious, I shifted into building full PC releases, like Deadswitch Combat, which feature cross-platform real-time multiplayer.
Deadswitch Combat
Deadswitch Combat originated as the next evolutionary step for the Deadswitch series. The earlier games were popular among players who loved fast-paced 2D shooters with extensive content, but I always felt there was room to take the game further.
What really motivated me was the idea of taking the classic Flash-style shooter experience that people grew up with and bringing it into a modern, fully featured game. I wanted to build something that felt nostalgic but also deep, customizable, and replayable.
Seeing players continue to support the series over the years gave me the drive to build Deadswitch Combat from scratch, implementing brand-new features not seen in the previous games.
The gameplay in Deadswitch Combat was built around one idea: make every action feel grounded, responsive, and meaningful, even in a 2D game. The weapon handling, movement system, and weapon customization were heavily inspired by modern shooters, but translated into a sidescrolling experience that still feels true to classic 2D action games.
I wanted players to be able to fine-tune their loadouts the same way they would in an FPS, but within a 2D environment. A lot of inspiration came from FPS games like Counter-Strike, Battlefield, and early Call of Duty games. I made the movement more realistic (no floaty jumps or arcade-like movement commonly found in other sidescrollers) to give the combat more weight.
I also included the in-game Editor and Workshop so players could create their own maps, missions, and modes, just like modding communities do in larger PC games.
Deadswitch Combat was in development for about 1.5 years before it was launched on Steam in Early Access. Before the launch, pre-release beta game builds were made available for players in the Discord server.
Server and hosting costs are the largest expenditures. As a multiplayer game, keeping game servers online is essential, especially in multiple regions around the world.
Conclusion
As a solo developer, distribution and marketing are always a challenge because you don't have a large studio or publisher behind you. Much of my approach has focused on community-driven growth. Keeping players updated, engaging with feedback, and building tools like the Editor and Workshop that let players create content and help the game grow naturally.
Visibility is often the biggest hurdle. The indie market is saturated, and standing out (especially as a 2D game) takes time. Updates, seasonal events, and ongoing improvements have helped keep the game active and give players new reasons to jump back in. My goal is to support the game long-term and let the community help shape its identity.
The indie market is becoming more accessible than ever, but also more competitive. Tools are improving, engines are becoming easier to work with, and solo developers can now build projects that would normally have required a full team.
However, discoverability remains the biggest challenge. With thousands of games releasing every year, even great games can struggle to be noticed. On the positive side, I feel communities are stronger and more supportive than ever.
I believe games that offer longevity, modding, and player-driven content have a real chance to thrive. I think the next few years will reward indie developers who innovate, stay adaptable, and build genuine connections with their players.