Best practices for Tower Defense game design, as long as you share the same highly opinionated design goals as me.
Some thoughts on Steam Curation, and the effect it has on marketing for indies.
Chronicling an alternative team game jam format we tried that helped us be better focused and brought us closer together.
How do we define quality in games, and what does it actually mean in practice? In this article I will discuss which definition of quality I prefer, and begin to explore how I apply that definition to games.
The path to successfully shipping a game is often messy. Here are my thoughts on how to set yourself up for success, including some real-world examples.
Google and the Federal Trade Commission settled an action regarding questionable consumer practices surrounding in app purchases. This settlement includes refunds and improved consumer controls. A closer look reveals that Google owes developers an amends.
As debate continues to boil about the value of diversity in games, it's worth talking about the difference between criticism and censorship, and what that means for artists and designers.
In this week's PuckMania developer's blog, we describe a situation where we had to abandon a game design mechanic that we liked very much early on, due to play testing feedback.
The importance of your App Store presentation page should not be overlooked. It creates a first impression to a potential buyer. If it looks messy or the translations aren't correct, then you could lose out on sales. Here are a few things to bear in mind.
Maybe we've had too much fun lately? Maybe we should try something else now?
Given the difficulty many people have with starting up networking for their games, I've made available the reasoning behind many decisions of networking programming in my game, alongside resources I found useful.
Following up last week's post, we're looking at client/server architecture and the pros and cons that go with it.