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Pages: [1] 2 3 ... 48
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Player / Games / Re: exploration puzzle games?
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on: February 26, 2013, 04:44:00 AM
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i made a game called corrypt recently that's kinda explory and puzzly, i think it's what you're looking for actually
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Community / Sports / Re: SportRL
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on: December 03, 2012, 02:03:31 AM
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Failed: got a basic prototype with throwing a ball around, then got pretty busy with some non-game-related stuff, then got massively inspired to make something else and ran out of time. Not to worry! Might come back to this later sometime.
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Community / Sports / Re: F4
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on: November 02, 2012, 06:29:36 AM
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It kind of sucks to mock people for being overweight.
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Community / Sports / SportRL (failed)
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on: November 02, 2012, 03:56:48 AM
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Maybe I'll think of a better name, but right now it pretty much says it all: a sports roguelike. Try to get the ball to the other end of a randomly generated field while fighting off giant mutant beetles. Find randomly generated loot - a magical racquet giving +2 to throwing distance, enchanted protective knee pads, a tunic with mystical number inscribed. Etcetra.
(I figured a local multiplayer e-sport would be WAY too obvious a choice for me.)
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Developer / Finished / Re: SH3 (auto runner / editable music game for iOS)
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on: September 20, 2012, 04:17:31 AM
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Ascension does this and as far as I can tell nobody complains. It might be helped by the fact that it's selling an actual board game and then expansions to the board game.
To me, it feels like there's an unspoken contract where if you're selling an app you promise not to be a dick about IAPs. They can be there, but they can't be terrible. There's no such expectation for a free game, hence me tending to avoid free games with IAP. I'm not your typical iOS customer though.
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Developer / Creative / Re: Fucking polish is an endless task
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on: September 08, 2012, 12:09:05 PM
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There's a certain skill to just letting something be finished when it's good enough. You need to become comfortable with a certain level of imperfection. Learnt this in art in school, I could spend hours doing smaller and smaller details on a painting and making it slightly better, but past some point there are diminishing returns and probably nobody but me would notice the difference. With a certain number of paintings required, there's simply not time to perfect all of them - but it turns out you actually end up with better paintings by moving on and starting new ones than by endlessly perfecting a single one anyway. It's the same for games.
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Player / General / Re: IGF Thread 2013
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on: August 10, 2012, 10:22:34 AM
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Legitimate question: You guys know how can I sign up as a judge? I remember that last year there was an email address.
Could try emailing brandon boyer? ( [email protected]) I think that's what Matthew or someone said to do in last year's thread. not sure whether I'm going to enter anything this year. Pity they cut the mobile section; I'd have been pretty confident of getting into that, but essentially no chance otherwise.
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Developer / Business / Re: Initial thoughts a week after Cinders release (with sales numbers)
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on: July 21, 2012, 01:41:23 AM
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i'd be happy with that for a week, sure, however, i'd have expected more than 300 sales considering it got a kotaku post. i'd have thought kotaku post would lead to 1000 sales minimum, considering it's by far the largest blog about games
yeah, i don't think kotaku means anything in terms of sales; i had a $2 ithing game show up on kotaku and it still only sold 300 copies in 6 months so yeah. thanks for sharing numbers guys, this kind of post is always interesting to see.
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Developer / DevLogs / Re: Untitled simple fantasy adventure for iOS
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on: May 18, 2012, 01:06:36 AM
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Hey I read about your game on Touch Arcade! How did you get them to review your game?
I don't know eh - I didn't even send them a code or anything (and another time when I sent them a code for a different game they didn't write about it). Some people were discussing it on their forums first though, I think they pay attention to those.
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