In 2000's I created a couple of successful open source games:
Both games have over 50.000 downloads on sourceforge, and Njam was featured in many news sites and even some printed magazines.
In 2013. I left my day job and turned game making from hobby into full-time endeavour. I released my first commercial game on Android and iOS:
It was a part of LudumDare challenge and got good ratings and over 3500 players. However, since I'm a big gamer myself, I decided to make games for the platform I use for gaming: PC. My first Steam game got released in 2015:
It's a hard physics-based puzzle game. While it doesn't appeal to wide crowd, players who are into this type of games really love it.
I'm currently working on a more relaxed, brawler game for PC. To make it interesting for myself and extend gameplay for everyone, it will feature some rogue-like elements like procedurally generated levels, random enemies, treasures and items, variety of game mechanics and permadeath.
In this article I talk about my effort to bring together two, somewhat incompatible, game types - beat'em up and twin stick shooter - into a single game. It talks about possible challenges and clever solutions one could use when combining two genres.
In this article I'm making an analysis of co-op death mechanics in various roguelike games and show how I made some innovations to the existing formulas in the game I'm developing currently.
A* pathfinding is computationally expensive. In this article I'm talking about my experience with one of the alternatives: Obstacle avoidance and steering behaviors. I provide bunch of examples regarding simple pathfinding, group behavior, etc.
Malicious people trying to extract Steam keys from game developers are inventing new ways to make them look legit. In this article I'm talking about some new tactics they use and how to detect them.
In this post I'm sharing information how a couple of simple changes to my game's key art on Steam and the game's name made a huge impact on the sales. I also bring up some possible issues for consideration when you think about changing your game's name.
I showed my game at EGX 2016 in Birmingham UK. In this post I give detailed stats about player engagement: number of players, games played, how long they played in every session and how far they got in the game.
[Blog - 10/06/2014 - 04:15]
Great article, I 'm always ...
Great article, I 'm always coming back to it when I 'm checking the ratings. r n r nJust to confirm what Rik Alexander wrote: The few reviews threshold is 50 reviews. My game just got it 's 50th review today and went from Positive to Very Positive at that ...
[Blog - 04/02/2018 - 09:47]
Great article. It took some ...
Great article. It took some time to read it all, but it was well worth it. Perhaps I should have done something similar for my game reuse the engine to build a smaller RL game . Maybe next year. Thanks for sharing.
[News - 12/19/2017 - 11:45]
I 'm friends on Steam ...
I 'm friends on Steam with a couple of players of my game from China and chat works with them. At least it did the last time I tried.
[Blog - 07/31/2017 - 10:26]
Interesting article, however all the ...
Interesting article, however all the graphs show percentages. Since browser support for Flash and Unity has gone away it is expected that HTML5 market share would grow. However, I have a feeling that the whole market size has gone down significantly as players have moved to mobile devices. I would ...
[Blog - 03/27/2017 - 10:40]
Hi Kris, r n r ...
Hi Kris, r n r nthe Steam reviews actually do show EARLY ACCESS REVIEW on top of each early access review. This is if you go and read individual reviews. The main problem is that the score remains. I wish Steam gave us an option to reset review scores once ...
[News - 03/10/2017 - 09:24]
The previous system already did ...
The previous system already did that. The new system removes reviews from people who actually paid money for the game on the Steam store and then gave it away as a gift.