Pascal Bestebroer's Blog
Expert Blogs
Posted by
Pascal Bestebroer
on Tue, 10 Apr 2018 04:40:00 EDT
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Every year I set myself a business challenge, for this year (2018) the challenge is: cut out the dependance on other influencers (streamers/youtubers) and (game)press to talk about my game by becoming my own influencer.. of
Posted by
Pascal Bestebroer
on Wed, 09 Aug 2017 10:11:00 EDT
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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.
Posted by
Pascal Bestebroer
on Thu, 20 Apr 2017 10:13:00 EDT
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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.
Posted by
Pascal Bestebroer
on Mon, 27 Mar 2017 05:18:00 EDT
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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.
Posted by
Pascal Bestebroer
on Mon, 13 Mar 2017 05:27:00 EDT
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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.
Posted by
Pascal Bestebroer
on Thu, 02 Mar 2017 11:36:00 EST
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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!
Pascal Bestebroer's Comments
Comment In:
[Blog - 11/29/2017 - 10:16]
Comment In:
[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 ...
Comment In:
[Blog - 03/13/2017 - 05:27]
Comment In:
[Blog - 02/21/2017 - 09:24]
Comment In:
[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
Comment In:
[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 ...