Category Archives: indie life

Using different artists in a game

A complaint I heard (not too often to be honest) about Cursed Lands, was that some CG look different. Indeed, another artist did them, so that’s the reason. When writing the game, the original content was much less (in truth … Continue reading

Posted in Cursed lands, development screenshot, development tricks, general, indie life, planet stronghold 2, postmortem, roleplay games | 4 Comments

Perceived vs real success

I want to talk about an aspect of indie development/business which is very often ignored, but in my opinion is important: the perceived vs real success of a game. Recently I released two games, Cursed Lands and Love Bites. As … Continue reading

Posted in development tricks, general, indie life, marketing tips | 12 Comments

Doing sequels is a good or bad idea?

First of all, a small announcement: like all years I’m doing a Summer Sale! Here are the links: https://itch.io/s/11532/summer-sale-older-games 75% off for older games https://itch.io/s/11536/summer-sale-newer-games 50% off for games released in last 2 years Back to the post topic: as … Continue reading

Posted in development tricks, game design, general, indie life | 16 Comments

Making an indie game is like climbing a mountain

The weather is getting better over here, so like all years, this is the period where we can finally start doing some short trips on the mountains nearby. I always loved trekking and walking in middle of the nature in … Continue reading

Posted in general, indie life | 12 Comments

The ‘vocal minority’, feature creep and keeping yourself sane

One of the many custom screens I added to Cursed Lands. Feature creep? yup I always wanted to write a blog post about the topics in the title, so here I am. First let’s start with a premise: what makes … Continue reading

Posted in development tricks, game design, general, indie life | 2 Comments