Justin Popa's Blog
I'm Kaizen Taranasus (Justin Popa), developer and creator of Vecter. I'm passionate about making video games but also analyzing their entrailes to figure out what makes them good/succesfull.
If you have any questions for me, feel free to drop me a line at [email protected]
Also please do come and try my game at https://www.indiedb.com/games/vecter
All the best!
I'm about to touch on a somewhat controversial and unpopular subject within the game-dev world: listening to your players. But I'm doing just that and it's turning out into a very popular game with high approval ratings
This is a living document where I'm trying to maintain a list of all the available videogame stores where indies can self-publish. It also documents my experience with them where available.
Nintendo have received a lot of negative attention for implementing the Creator Partner Program and issuing copyright claims on YouTube Videos to those not part of the program. In this article we are going to have a look at weather this had malice intent.
We take a look at hard numbers for the popularity of demos in relation to the full release of the same titles and compare them to try and determine if developers should still invest the time and effort in creating these demos for their playerbase.
If you’re an indie games advocate you’ve probably noticed a lot of games promote themselves as “Randomly Generated Levels” or “Procedurally generated world” but what does this mean? Read on to find out and why they can be a good or a bad idea...
Justin Popa's Comments
[Blog - 02/22/2016 - 07:51]
Hi Russ r n r ...
Hi Russ r n r nIndeed demos can be successful, I mean look at Stanley Parable The point made is that more often than not, it turns out to not be worth the effort. Ironically the Void 21 demo is actually getting us a little bit of attention from youtubers ...