https://store.steampowered.com/app/2451100/
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
You simply have no way of knowing if what you're building is any good until you give it to someone else to play.
You can't big brain your way out of this. Do a playtest, get the uncomfortable feedback, fix it, and then playtest again.
You simply have no way of knowing if what you're building is any good until you give it to someone else to play.
You can't big brain your way out of this. Do a playtest, get the uncomfortable feedback, fix it, and then playtest again.
If you want to do this for a living, then run it like a business. Set a deadline, and hit it.
Don't tell yourself "It just needs this one last feature." That's your way of procrastinating. You'd be surprised how much stuff you think you need that can really be cut.
If you want to do this for a living, then run it like a business. Set a deadline, and hit it.
Don't tell yourself "It just needs this one last feature." That's your way of procrastinating. You'd be surprised how much stuff you think you need that can really be cut.
You're indie! Why did you get into this field if you didn't want to do your own thing? Novelty is the superpower of indies. We get to do all the weird stuff that AAA won't touch, and there's no one to tell us no.
Being weird gives games character.
You're indie! Why did you get into this field if you didn't want to do your own thing? Novelty is the superpower of indies. We get to do all the weird stuff that AAA won't touch, and there's no one to tell us no.
Being weird gives games character.