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Attracting investors and publishers with the right kind of game demos

PreMortem.Games

Disclosure: This article has been written as a part of a paid cooperation with Xsolla Game demos are as important to a successful game marketing strategy as trailers and advertising. A game demo is more than a condensed snapshot of your game. What kind of demo do you need? The most commonly used form is a prologue.

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Anima Flux Demo Update 2

Indie DB

Prepare to plunge into a 2D platformer like no other as Anima Flux unveils its latest Demo, promising an adrenaline-fueled. Attention all gamers and adventurers alike, brace yourselves for an electrifying update in the realm of co-op metroidvania games!

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Godot XR update - February 2025

Mircosoft Game Dev

Announcing the Meta Toolkit extension We are pleased to announce the release of the Godot Meta Toolkit , a GDExtension plugin that exposes Metas Platform SDK and provides other tools to simplify and accelerate XR development on Metas platform. the Godot Meta Toolkit supports v72 of the Platform SDK. As of version 1.0.2,

Collision 102
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AWS to showcase tools for breakthrough gaming experiences at GDC 2025

AWS Games

Visit the demo-packed AWS booth (#S927): Engage with purpose-built solutions from AWS that span the entire game development lifecycle. Find out more about a flexible Game Provisioning Platform they developed that can automatically spin up game services tailored to the unique requirements of different Riot titles.

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Godot C# Development Sample + New Rendering Demo

Game From Scratch

GameFromScratch.com Godot C# Development Sample + New Rendering Demo Using C# with Godot Engine is powerful but at times daunting due to the lack of documentation and samples available. It illustrates how to create an entire vertical slice of gameplay of a 3D platformer entirely using Godot and C#.

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WINCH IT OUT free demo

Indie DB

It's a hardcore, physics-based driving puzzle platformer set to release later this year. I'm a solo dev working on my first commercial project, WINCH IT OUT.

Demo 104
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My new book, Too Much Fun – The Five Lives of the Commodore 64 Computer

Jesper Juul

It was also, from 1985 to 1993, the platform for which most video games were made. First it was a serious computer, next a game computer, then a computer for technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming.

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