A deep dive into the making of King of Cards' Joustus mini-game
In this part, we'll talk about how the initial design of Joustus was implemented and how we extended it to accommodate the expanding scope of the platforming game. ...
In this part, we'll talk about how the initial design of Joustus was implemented and how we extended it to accommodate the expanding scope of the platforming game. ...
Are you using demos solely as a marketing tool, or are you actually engaging your community, iterating, and improving the game using demos or betas, like Monster Train? ...
Journalist and game designer Arash Hackimi offers an extensive look at evolution of Iran's video game industry, tracing through nearly 50 years of Iranian video game history. ...
Developers behind Touryst, Fugl, and Skies of the Past talk about techniques, problems, and solutions related to making their stunningly beautiful voxel-based games. ...
A few months ago, Mario Kaiser released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer †" and here's how he did it. ...
All in all, this makes for around 1 million total sales in the last year or so given that the Dead Cells crossed the 2.4 million sales mark back in September 2019. ...
You see relatively little discussion of multi-platform revenue - so it was great when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his game. ...
Gamasutra asked game devs from around the world in a variety of disciplines what they like (and don't like) about Slack, how it helps them do their jobs better, and how they get the most out of it. ...
When you†re understanding the potential success of your game before release - what†s the one Steam stat that more people should be paying attention to, but aren†t? ...
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within... ...