article thumbnail

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. It started with a simple idea: What if a katana gave you insane movement abilities?

article thumbnail

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.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

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.”

article thumbnail

In Pirofauna by Polish indie studio Petums, fire is the hero of the forest

PreMortem.Games

Therefore, for balance, I create such a positive image of fire. I really visualize everything, next steps, ideas and prototypes. “I’ve never seen a game world where fire is portrayed positively,” says Tomasz Ostafin. For me it is a neutral thing, an element, neither good nor bad, but one that deserves respect.

Indy 249
article thumbnail

Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“The balancing of the game between two players,” Olczyk explains. ” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. We love the freedom that comes with remote work. It allows us to be flexible, creative and work in a way that suits us best.”

Puzzle 138
article thumbnail

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. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Disappointed by the lack of integration of the overworld feature into RimWorld, he further developed his idea.

Dev 104
article thumbnail

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.