Game development

Cold approaching artists

I’ve been making various games for some time now but I only released 2 “PC games” so I’m still puzzled about the proper or I should say ideal order of the steps that will get me to release. Things like how far should I go before I bother to add what will be the final […]

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Analyzing game development cost

Stats are fascinating. Specially when they’re coming from indie devs. Robotality, the studio who released the game Halfway, recently published their stats after one year here:¬†http://robotality.com/blog/one-year-of-halfway/ The first thing that struck me when reading these stats is that after six months I made a higher net revenue than them which really don’t make any sense […]

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Project #14 – Dual targeting, new prototype

Again this prototype has a different control scheme than the last two. While the “time only pass when you move” thing was cool at first, it didn’t carry enough the feeling I’m looking for. There’s one cool thing I added though and it’s dual targeting. I’m not sure if there’s a game out there that […]

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A peek behind the curtain or how you almost heard about my game

With my last post about my disappointment of my results in Steam Summer Sale there were a few people surprised that they didn’t know about my game and recommended that I do a better job at PR. They’re right, one can always do better. I don’t think I’ll ever be able to say that I […]

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A disappointing Summer sale

I already knew it wasn’t going to be great but I was still hoping my first Summer sale would still do better than my two previous experiences with weeklong deals. Human Extinction Simulator was 33% off and Bret Airborne 50% off and I made about 2/3 of what I made during the weeklong deals I […]

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