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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

I’ll start this post with a quote from Jeff Vogel’s blog (he is the man behind Spiderweb software): “One of the worst things about what I do for a living is that hardly anyone else does it. You might think that not having competitors is a good thing. It is not. In the game industry, [...]

More and more developers I know are going to move online-only (some have already). But what are the key differences of online vs offline games, both from the developer and the user point of view? This is what I gathered so far. If anyone has any comments/suggestion, is welcome. Online Pros: As developer, you basically [...]

Mar 9th, 2010 | Filed under antipiracy, development tricks, general, indie life, other games

No, outside Japan there aren’t any AAA-commercial quality visual novel games, of course. BUT – and it’s sa big but, the visual novel elements are starting to pour into the normal AAA genres. Some examples? Mass Effect, The Witcher, and probably more I haven’t played. Ok, but why you say this? What exactly defines a [...]

Yes, the indie game website Gametunnel, in its popular Indie Games Of The Year awards, included my Supernova 2: Spacewar into the top5 simulation games of the year. While I think my game is more a wargame or a strategy game than a simulation, I’m still proud of have it included among the bests indie [...]