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Was talking by email with Dave Gilbert of WadjetEyeGames yesterday about some complaints from players for the length of story-based games like adventures or visual novels. Some would say that for $20 they expected at leat 8-10h of “gameplay”, since most other games you find (especially in portals) offers you that. As I wrote already [...]

Disclaimer: speaking with some friends who knows more about statistics than me, they said that the data collected might be not really reliable. I know, I made it mostly for fun with no intention of providing the “ultimate guide to make visual novels” for game developer However, from my personal experience (I’ve made many VN/Dating [...]

Aug 20th, 2010 | Filed under development tricks, general, indie life, marketing tips
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Today many other indies like cliffski are making a post about the “game length” problem. Indeed, a question I often heard in forums when talking about games is “How long is it”? Like if long=good! I know this well because I make games that, typically, are very short to play, since they’re story-based and are [...]

Aug 17th, 2010 | Filed under development tricks, general, indie life, other games

Of my upcoming games, there’s basically no “pure-VN” game. Flower Shop spin-off will have mini and meta games (more details in the coming weeks), and the other two otome game projects will have all a dating sim / life sim structure. I know is a bit hard to define what is a “pure VN” and [...]

I thought to take all the years of experience as indie, and write down five ESSENTIAL rules/tips to follow if you want to be a fulltime indie, focusing on direct sales: keep your IP / retain control – seriously, everyone agrees on this. Cliff posted about it a while back on his blog, and I [...]

Jul 28th, 2010 | Filed under development tricks, general, indie life, marketing tips