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

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.

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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

Something that seems to offer a challenge, but is actually a perfectly balanced system so that no one ever feels frustrated. Why did you become a solo developer? “I How did you stay motivated through the 8 years of development? “The The toll on your mental health can be quite high as a solo developer.

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Osama Dorias: Progress fighting crunch is at risk

GamesIndustry.biz

Back in March, Osama Dorias was part of an industry panel on burnout at the Game Developers' Conference, sharing his own personal story of burning out in the industry and the toll it took on his mental health. Read more

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Wrapping up 2023 • Celebrating the life and works of solo developers

PreMortem.Games

Here at PreMortem.Games we have a great admiration for developers that go through a complete development cycle alone. And it takes a special kind of developer that wants to fly solo. This year we featured over 20 brave game creators in our solo developers-series and we like to share some highlights.

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How Rubber Duck Games developed a boss fight in Evil Wizard

Unity Blog

In this guest blog, the Rubber Duck Games team breaks down the journey to developing a boss fight for Evil Wizard – from design and prototyping to animation, testing, balancing, and finalizing the visual effects.

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

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.

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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

Analysts have widely reported developers’ ongoing challenges with user acquisition targets as they wrestle with stricter app tracking policies, especially on Apple devices. In many respects, this change isn’t particularly surprising. Despite that, we’ve barely scratched the surface of the depth of hybridization within the game.