Daily blog - first impressions only go skin deep; need more pretties!
With the latest Early Access build rolling out featuring notable gameplay and control changes, I've realised that my game just isn't...
Daily blog - don't get too submerged in development
It's been over a week since my testers provided their feedback for changes, and I've busily beavered away at implementing them and making...
Why The Tomorrow Children failed - broken free-to-play design destroyed
"The Tomorrow Children", developed by indie darling Q-Games, launched on 6th September 2016. Sporting a superb lighting and shading...
Daily blog - real life is the scourge of indies!
One of the problems with being a solo developer is that nothing can progress without you, and real life can thus easily stall development...
Guide - how to make tiled nebulae
novaWARS has made the transition from closed arena to wrap-around levels. As a result, background space colour needs to be seamless when...
Daily blog - How little one can achieve in a day. Steam Direct started though
Another day spent developing, but it feels very little was achieved. Working on a prototype interface tweak, it was getting bogged down...
Daily blog - great controls test; must resist temptation to lose focus on my audience - Gamers!
Nice test of my control refinements today. Two testers experienced both tap controls and advanced, controller like controllers without...
New players know zilch - how not to scare users away
This one cannot be repeated enough as it's the biggest way to lose your players before they've even started. And though I know all this,...
Daily blog - more to do than done
That title is probably true of most days! Today started with some valuable feedback from my testers about the interface and different...
Daily blog - PR is like thick mud
Lots of PRing today. Plenty of tweets, though not as much excitement as I'd have hoped for from my trailer. C'mon people! We're talking...