
Time, Motivation, Reason
Sometimes, there isn't much of a justification for some of the things I do. A good example is the newest release of Crime Reaper for macOS.
A collection of 6 posts
Sometimes, there isn't much of a justification for some of the things I do. A good example is the newest release of Crime Reaper for macOS.
suteF released on December 28th, 2010, a mere 3 days before the end of the year. I didn't know it, but this game came to define me.
After taking part in the now finished LazyGuysBundle [http://www.lazyguysbundle.com/] and a cumulative 8 months of being on Greenlight across 2 launched Greenlight pages, I received notice from Valve that Thunder Gun: Revenge of the Mutants [https://rottentater.com/thunder-gun-revenge-of-the-mutants/] got GREENLIT! If you're not in the know,
If you haven't heard me on twitter, Thunder Gun: Revenge of the Mutants [http://gamejolt.com/games/thunder-gun-revenge-of-the-mutants/64527] hasn't been doing "well." At the end of 2 weeks after its release, I've sold 12 copies. Not an exaggeration, but an actual 12 copies. There are the obvious things; I
Now, every once in a great while, as a game developer, you'll have what might only be described as an "experience so awesome that you need to tell it to everyone." Lot's of developers, including me, get really excited when their game is released, but there are these OTHER times
Developers often talk about this issue. How do I convince someone that my game is a game they should play? What makes it different or unique from all of the rest? Is it cheap enough to get more players but expensive enough that they take its contents seriously? Those are