Indie Game Dev
The Steam era
Sep 15th
Over 1,500 games, 54 millions active user accounts and sales renown to sell countless copies of games that will probably never be played. This is the place a lot of indies hope their game will go to be mindlessly grabbed by some cheap bastards like me.
Live or die, when it’s really needed
I wish I had [...]
Small update on my stealth game
May 12th
I started to post screenshots on Twitter for my upcoming game with the #screenshotsaturday tag as an easy way to do minimal promotion of this project. If you discovered my project through this website then you are at the right place to know a bit more about this project.
Main features so far
I have coded a [...]
From indies to indies: SPAZ
May 11th
Take an idea, turn it upside down and fight the blank page
Apr 21st
It’s been 2 months now since I last posted about my “smuggler/stealth game idea”. What did I achieve in these last 2 months? A big mess of almost nothing. Keyword here however is “almost”.
There’s no stealth in space
I’ve been trying to come up with a concept to include stealth in space and just couldn’t find [...]
Tomorrow we will still be struggling indies
Feb 10th
I don’t mean to piss on Double Fine’s parade but their incredible experience on Kickstarter in the last 24 hours doesn’t mean a whole lot to most of us. For most of us tomorrow will be the same.
Is you name on Wikipedia? Did you released a critically acclaimed game? Did you tape a video with Cookie [...]
Indie games marketing
Jan 20th
Since I’ve started to work on Golemizer in 2007 I have learned a lot on creating games but there’s one topic that is still mystery to me (and probably to a lot of indies): marketing.
It’s one of these thing that the more you “know” about the less you’re actually sure you know anything about it [...]
