Five hard earned lessons I learned about marketing while making Spaceslingers for $0 as a small time indie developer.
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[Blog - 12/17/2020 - 10:47]
Yeah, I 've thought about ...
Yeah, I 've thought about this quite a bit, especially when reading reddit discussions on games/graphics/etc. It 's very much a catch-22. Gamers demand huge amounts of content for as low a price as possible, and complain pretty vocally if the magic ratio whatever that is in their estimation isn ...
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[Blog - 05/18/2016 - 01:13]
Hey, I was reading your ...
Hey, I was reading your post-mortem, got to the end, checked the comments, and realized that it was you who commented on my pre-post-mortem post from your profile pic, hahaha r n r nCongrats on the release It takes so much effort to bring a full game into fruition, regardless ...
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[Blog - 11/24/2020 - 11:02]
Awesome breakdown Lots of nice ...
Awesome breakdown Lots of nice little places mentioned to insert juice and no reliance on the ol trope of Juice screen shake. Theres way more depth to it than that and you really show that here.
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[Blog - 11/24/2020 - 10:35]
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[Blog - 08/04/2015 - 05:37]
I 'd disagree with your ...
I 'd disagree with your declaration that half of all players won 't ever pay for anything regardless. I think that it depends on the level of brand trust that develops. As someone who programs games for a hobby hopefully, one day, a living and so has at least a ...