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Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid. The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. Cocoon’s development journey spanned a challenging 6.5
This is the second part of the design/marketing/release process for our newest indie RPG, Geneforge 2 - Infestation. TL;DR: We’ve been making indie games for a living for 30 years. After all, while indie developers like to pretend we're a family, it's still a business. You are fighting them for press coverage.
I produced a lot of content and had some success, but it wasn’t all that sustainable. Eventually, I burned out and decided to end my content creation career in early 2021. I have a lot of respect for solo indie developers, but I often struggle with the limitations and it is not what I want to be doing long-term.
It's a 2020-vintage roguelike, which means: A bunch of rooms with fights. Of course, any hit indie game in this decade gets heavily studied and mercilessly copied. ) Hades indeed has an enormous amount of content. Subscribe now Spiderweb Software creates turn-based, indie, old-school fantasy role-playing games.
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. We’re aiming to create content that resonates with a broader, untapped audience”, she says. Spreading kindness “From a content creation perspective, we have even higher aspirations.
Solo dev Graham Reid: “Being part of a like-minded community is really important” Young Dutch indie developer Lente is something of a free spirit. Airships: Conquer the Skies is still going strong on Steam and Stark keeps adding new content to the game to keep the community interested. Her upcoming game, Spilled! ,
Even as creatives in other entertainment industries continue to fight to make fair wages, a new front has opened in gaming as developers figure out what to do about Unity’s new fee structure. Digitalization has resulted in a glut in gaming content and increased marketing expenses.
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. Were aiming to create content that resonates with a broader, untapped audience, she says. Spreading kindness From a content creation perspective, we have even higher aspirations.
We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on. I think you have the wrong idea about what game designers do.
We never want the player to feel too powerful, playing more of an underdog role, thus our heroes fight back and repel the pirates with water based weaponry and equipment normally used for farming irrigation. Fortunately with so much water all around the player is never too far from a refill to keep the fight going.”
Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid. The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. Cocoon’s development journey spanned a challenging 6.5
Oscar Salandin , known as Peculiar Pixels, received a major validation for his debut game, BOTSU Ridiculous Robots , by being named the Overall Winner at the Develop Indie Showcase Awards 2024. Some had worked on AAA games I’d played, released indie games, or previously ran companies in games.
The fact that you can tell who you’re up against because of how they fight, not how they look or what their name is. “The indie game developer scene in Slovenia is growing, but is still relatively small. The exchanges, the free-flowing and expressive combat and how satisfying it feels to land a hit.
Remember - as an indie developer you won’t please everyone Watch the stream from 1:11:30 to see Rick and Tim’s early (and awkward) YouTube videos :D What Are Games That Play Themselves? However, being an indie game developer is a different proposition. They’re games that require little to no input from the player.
Truly open worlds populated by procedurally developed content, adaptable game mechanics, and narratives. Designer Jobs: AI-driven procedural content generation (PCG) algorithms generate game content dynamically. Fighting against the AI revolution is not the answer. AI frees up developers to focus on more creative aspects.
It doesn't matter how good your content is if nobody sees it. During those hours of walking and fighting (and, in Baldur's Gate 3, searching 20000 identical crates), players will forget a ton of story. Each chapter had exactly one very memorable, hateable villain to fight. Baldur's Gate 3 is too long. Doesn't matter.
But a Lot of Pretty Things get Repeated While Elden Ring is enormous, a lot of that length comes from repeated content. Fortunately, when you get tired of a certain sort of content, you can skip it. Fighting the same boss a few times is ok if the game is fun. Which means fighting the enemies toe to toe with no help.
During the lockdown years companies grew in headcount to supply content against the massive surge of demand. The bull case : AI will supercharge indie developers allowing them to challenge large AAA by removing production constraints. Fighting against the AI revolution is not the answer.
Consider it an appetizer to the content. We’ve seen mid-sized and indie devs find great success on PC by operating outside platforms like Steam; Battle State games is one great example. We’ve just finished the first round of this fight, with many more to come. Below you’ll find our conversation on YouTube and podcast.
This is the place where we bring you a monthly peek into the development process for 3D dark fantasy ARPG Kristala, an indie game developed using Unreal Engine 4 by women-lead Astral Clocktower Studios. Wanna get a peek at a previously unrevealed level area Ian's been working on that will serve as the arena for the Kristala demo boss fight?
You just left reality and fell into a portal to the fantasy world of Ailur, the fictional planet that serves as the setting for 3D Dark Fantasy ARPG Kristala—an indie game developed by women-owned independent game studio, Astral Clocktower Studios (hey, that's us!). Welcome, beautiful creatures!
It’s gonna be the work, the creative work of millions of people who can each add their own elements to it through content creation and programing and design. And companies will be able to form to create content that builds out this world. And that there’s a big market of creators building content and earning a living from it.
But with an increasing number of hypercasual games fighting for the same audience with often very similar visuals, gameplay motivations and marketing tactics, IPMs are bound to suffer and therefore indicating market saturation. Hypercasual IPMs have started to flatten towards the end of 2019. For some games, this is a 1-time IAP.
Felt like they had to cut down 50% of their planned content, which is never easy. The final boss fight is a conversation, and the ultimate weapon is. The final boss fight is a conversation, and the ultimate weapon is. Still, overall this was a very impressive achievement for just 3 indie developers. philosophy and logic!!
This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. Bot invaders often don't interrupt a boss fight. Limited regen (e.g.
Like, you need their help, but they immediately make it clear they won't fight for free. If I could make one change to the Larian design aesthetic: Yes, gamers love content. FIFTY EMPTY BOXES ARE NOT CONTENT. A lot of successful indie games, like Pillars of Eternity and Disco Elysium, are fueled by the power of words It works.
It's probably not worth the hassle for a solo indie. Dense narrow spaces = too much content packed together and repetitive encounters. It's not uncommon to walk between towns and fight like 6 different packs of wolves. So these are leftover placeholders that lead to cut content. Sit and listen. Money sink.
Wayyyy back in the 70s and 80s, science fiction/fantasy/superhero content hadn't completely taken over the culture yet. New nerd content was rare and treasured. Now, of course, this sort of content is pretty much all there is. You can turn on the tap and choose from 73 different flavors of Medieval Fantasy Content.
But for this game, they layered in choice – fight enemies to make your character stronger, and avoid ones that are too tough. Originally launched back in 2019, Dicey Dungeons was an immediate hit indie game. They removed all of the F2P monetization, polished some of the features, and released a new batch of content for season 4.
Both Unity and Unreal are popular choices among giant game development studios as well as indie developers. Unity is the best option for indie developers and mobile game projects. Immersion is essential to every excellent game, and a 3D visualization is a terrific approach to creating engaging content.
Photo by Tech Daily / Unsplash Surely all those who more or less follow the film industry have heard of the incredible boom in the field of streaming content. I do think it is one of the changes that we could consider as a positive: the more competition, the more need in gaining quality content. Stream, stream, stream!
This goes double if they just finished a huge boss fight and are full of adrenaline. Then, if you keep playing and repeat content or do harder stuff, you get a "better" ending. As in, they needed to find out a little more about what happened to be content.) This needs to take enough time to be clearly communicated. GOAT) SOMA.
This is where 99.99% of indie developers and studios make their main and most fatal mistake. Indie gamers, e.g.: People looking for cool, smaller games to play, no matter the type. An Indie or Experimental Game : Steam, GOG, etc. Starting over, is the game commercially viable? Wait, shouldn't a prototype come first?
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Since we last met, things have legit been poppin' off over here. Concept Art.
Shoot the same enemy, fight the same fight. Like you need to fight Archduke Bob. You have to fight Bob, therefore you enter the sewer. Indy's side quest to find the ark's location led to a really exciting scene with snakes. The journeys are where the action takes place: the fights, the sneaking.
CONTENT WARNING: This post contains discussion of gay sex acts and some screenshots with obscured pixel art nudity. Back in 2019 when I was making the original prototype, there were also two other gay cowboy things on my mind: Orville Peck's hit single "Dead of Night" and the gay indie romance film God's Own Country.
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