The "Darkest Dungeon" Kickstarter has grossed $240k through the first 21 days. In this article (Part 1 of 2), Tyler discusses some of the strategies that Red Hook has used in the campaign, along with things that have gone right and wrong so far.
Monaco just finished up its two week run in Humble Indie Bundle 11. Here's a quick dump of the stats, the revenue, and theories as to improving future performance.
A sampling of early, rough sketchbook designs and planning work from the past year-and-a-half of working on Lovers in a Dangerous Spacetime.
The holy grail of replayable narrative can be alluring for game designers - but realizing it effectively may prove to be impossible.
My wife was once highly offended by a cartoon mole, and the story highlights how a simple attack on self-concept can reduce the frequency and severity of cheating in video games.
What if people just don’t want to play your game? How do you engage them?
A lengthly postmortem on the first episode of République, a stealth action iOS game from Bellevue developer Camouflaj.
We're running a game jam about Proceduralism and PermaDeath, and raising money for OpenGameArt.org
I think the Theme vs. Mechanics discussion is fallacious. I believe it’s missing an incredibly important third piece that changes the relationship between the two: Feeling.
Part One of a two-part look at gender stereotyping in games