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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. The toll on mental health can be quite high for solo devs. Motivation can also be tricky.

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Fruit Ninja-creator Luke Muscat on the highs and lows of solo development “I’m just super motivated” 

PreMortem.Games

To find his first solo project, he developed a new brainstorming approach: he built a prototype in roughly 100 hours and let people play it. One thing I do to try and balance this out a little is work in an office one day a week. I had a prototype that I absolutely loved that was an asynchronous autobattler where you build a revolver.

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. This also meant we had less dev time to fix bugs or optimize performance. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Just dont jump in blind, he says.

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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

Click in my heart Selfloss stands out visually with a style that balances elegance with a folkloric, almost storybook quality. When I’m prototyping, I keep adjusting the visuals until I feel something click in my heart, when it feels like it’s beautiful.” “Games that are intriguing based solely on their concept and a simple game loop.”

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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. If I’m happy with this design, I’ll prototype it and test that prototype.

Dev 104
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. This also meant we had less dev time to fix bugs or optimize performance. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Just don’t jump in blind, he says.

Dev 118
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How to Tell When Play-Testing Feedback is Useful or Not

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Don’t believe a dev who says “I’ve never wanted to flip the table because of some useless play-testing feedback.” Just here for Highway s & Byways updates? Click here.

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