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August 2, 2021
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Posted by Josh Bycer on 07/30/21 09:20:00 am in Business/Marketing, Production, Console/PC
In 2020, you might have missed a little news about the end of the entire Game Boy and DS line from Nintendo, and for today's post, I want to talk about why this is a bigger deal than most people realized, and a blow to handheld games and preservation.

Posted by Simon Carless on 07/29/21 10:00:00 am in Business/Marketing, Design, Production, Console/PC, Indie
Who are the 'creators who aren’t full-time game devs' making popular games and mods for game creation platforms? We explore game discovery by talking to them.

Posted by Simon Carless on 07/26/21 06:10:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Working out how your game is going to sell at launch - even if you’ve accumulated a lot of apparent interest and Steam wishlists - can feel like communing with the great beyond. We get into it.

Posted by Simon Carless on 07/21/21 04:04:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.

Posted by Josh Bycer on 07/21/21 11:10:00 am in Design, Console/PC, Indie
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.

Posted by Josh Bycer on 07/19/21 11:02:00 am in Design, Console/PC, Indie
The Dark Souls series has become popular for many reasons, but for today's post, I want to talk about how its use of boss designs has redefined the enemy, and how developers are playing catch up today with it.