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Makhoba Kamogelo: “Don’t let fear stop you from reinventing yourself”

PreMortem.Games

Why did they always have to be about fighting?” She explains, “Creativity ended the minute high school began, you had to do things a certain way and the only room for creativity was in writing English essays.” Even though high school limited creative outlets, her love for writing shone through.

Code 166
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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

As we were prototyping there was still a feeling the game needed more action. 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. But that’s not all.

Studios 104
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Then I write down everything I consider relevant into spreadsheets to compare them all. This finally leads me to prototyping and validation. The indie community is amazingly helpful, but you will have to fight by yourself with every single element in your own game – and that takes time! In which time period is it set?’

Dev 160
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I’m making an RPG!

Keith Burgun

(Above: some WIP pixel art from Wizbane) You might have noticed I’ve been writing about and playing a lot of RPGs recently. Random Encounters that are Encounters (not just fights). Supporters get early access to stuff and will certainly be the first to get access to a playable prototype once it’s ready.

Fantasy 119
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Struggling with UA and player retention in a post-IDFA world? Minigames are the answer

Game Refinery

There used to be an option to use hero skins from the main MOBA game on the Magic Chess mode’s hero characters that fight on the chess board, but this option was removed. It was a great way to make one of the main monetization drivers of the game feel even more valuable and expose players to them even further.

Mechanics 239
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How to Tell Great Stories Through Board Games

Brand Game Development

The Seize the Bean prototype has little sugar cube pieces to tell its story. I think this is important for creators to remember: your story is how you write it and it can change. is about scavenging the remnants of a very, very old war and using them to fight in an endless cycle of retaliation. A typical writing technique.

Mechanics 130
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Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

I will sometimes sketch out what I’m thinking on paper if necessary, but will always try to use the lowest fidelity needed, then prototype it to find out if it is good/fun/useful.” “For One that could run, jump, swing, climb, fly, flip and fight in a fluid way. Writing things down helps too.”

Dev 138