Pascal Bestebroer's Blog
full time indie developer since 2004. Created Gunslugs, Heroes of Loot , Space Grunts and many more. Releasing games on mobile,pc and consoles. If you like to stay updated on my games and posts, sign up here: http://www.orangepixel.net/sign-up/
http://www.orangepixel.net | http://techblog.orangepixel.net/
No doom and gloom here, but stop†being an indie game developer, and start running a business!†Some tips from my 13 years running a fulltime indie development company.
Post mortem for Meganoid(2017). A roguelike - platformer released on iOS,Android and Steam three weeks ago, some insights on the launch-period stats and results so far.
How I've been, slowly, expanding my fan-base in a niche market without creating a true hit-game but with respecting my audience and always putting them at the front of my business decisions.
So many platforms to release games on, and so many tools you can use to create those games. Which platform is best to release games on? Mobile, PC or Console? I have some thoughts on that based on my experience of releasing games on all.
It's almost comparable to peer-pressure with everyone asking "are you at gdc?". But you are not, and that's okay! Take it from me: I'm never at GDC, and still I call myself a game developer.. it's ok!
The first in a series of blogs showing the process behind game development from a 13-year full-time indie developer "veteran". The series covers the basics from keeping dedicated to the work, to planning work load, running the business and more.
Pascal Bestebroer's Comments
[Blog - 11/29/2017 - 10:16]
[Blog - 08/09/2017 - 10:11]
It 's a good way ...
It 's a good way to start. At least a lot better than diving in and expecting it all to go smoothly on the release/selling front. r n r nYou need to experience releasing games, you need to experiment with various releases to see how you can improve on that ...
[Blog - 03/13/2017 - 05:27]
[Blog - 02/21/2017 - 09:24]
[Blog - 05/17/2016 - 01:42]
no games inspired the design ...
no games inspired the design decisions on the proc-gen, it 's more the stuff I learned in previous games I made and what I wanted this game to have
[Blog - 05/09/2016 - 08:06]
what the game is about ...
what the game is about is in the description, also looking at the trailer you can see the thrust-gameplay elements in action. r n r na greenlight game doesn 't have to be a 100 perfect releasable thing yet, it needs to show what it can be, which this game ...