Gamasutra - Blogs Sam Coster's Blogs Tue, 27 Jan 2015 09:27:28 EST en-us (Simon Carless) Randomly Interesting Combat - by Sam Coster Design,Indie Post-alpha we found the combat in our open world survival game to be a bit too monotonous. To empower the Mastery elements of its design, we went back to the drawing board and found a solution in randomness. Thu, 22 Jan 2015 11:15:00 EST How we unbroke our crafting system - by Sam Coster Design,Indie A case study in Loop Design - At the conclusion of our Alpha test we found that there was something very WRONG with how PlayerÂ’s experienced Crafting in our upcoming title, Crashlands. This is how we fixed it. Thu, 15 Jan 2015 03:33:00 EST Why we can't have nice things - by Sam Coster Business/Marketing,Indie,Smartphone/Tablet Adam Coster of Butterscotch Shenanigans dives into the effects of F2P on an indie studio's design practices, and its player base. Fri, 31 Oct 2014 01:40:00 EDT The "M" Word - Building a Respectful Free-to-Play Model - by Sam Coster Business/Marketing,Indie Indie developers Butterscotch Shenanigans discuss the monetization strategy for their upcoming free-to-play mobile survival game, Crashlands. Tue, 29 Apr 2014 11:47:00 EDT Less than 8 - An Extreme Jamming Post-Mortem - by Sam Coster Seth and Sam from Butterscotch Shenanigans discuss their 5 day, 5 game game jam and the lessons learned from it. Mon, 26 Aug 2013 04:15:00 EDT 5 Things Jamming Teaches You - by Sam Coster Indie After the GGJ13 I decided to compile some thoughts on why jamming is the best freakin' thing you can do if you're in the business of making games. Reposted from the Butterscotch blog ( Wed, 30 Jan 2013 03:58:00 EST