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

PreMortem.Games

Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. “The initial idea was very simple and primitive, we just wanted to make a game set in a laboratory. ” The solution? .

Puzzle 138
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Wrapping up 2024 • Celebrating the life and works of solo developers

PreMortem.Games

Here at PreMortem.Games, we have great admiration for developers who tackle the entire game development cycle on their own. Because, lets be honest, creating games is hard and it takes a special kind of developer to choose the solo path. This game represents me as a developer, he says. I get excited to implement wacky ideas!

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

In the upcoming Sci-Fi Action-Puzzle FPS IHAS , from Ukrainian solo developer Vladyslav Pidiashenko , players wake up aboard a giant, desolate spaceship swarming with hostile robots. When I read books, play video games or work on projects. For weeks, I thought about what I wanted to do and rediscovered my passion for video games.

Dev 104
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Finding ways to better understand your players

GamesIndustry.biz

You know the games you love – but do you know why you love them? Most people can't, and it is a tricky challenge even for game developers. While players can often identify elements they like – such as colors, puzzles, or characters – they rarely can elaborate why the elements appeal to them.

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Feral Cat Den is pushing the audio-visual boundaries of games with Nirvana Noir

PreMortem.Games

Their first game, Genesis Noir, was already a moving work of art. The sheer confidence of steering clear of the beaten track and creating something truly original, comes from experience gained outside the world of video game development. This gave the studio a bit of an outsider perspective.

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Friday Questions #3

Grumpy Gamer

How you divide your time between making games and living "real life" ? Dividing my life between making games and real life is a struggle. I had worked at Lucasfilm for 8 years and learned a lot, not just about game design and programming, but also marketing, PR, and production and I felt like I needed to try it all for myself.

Puzzle 130
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Friday Questions #3

Grumpy Gamer

How you divide your time between making games and living “real life” ? Dividing my life between making games and real life is a struggle. I also had the idea of making adventure games for kids. I floated it by Lucasfilm Games and they weren’t interested. Do you ever think about that segment of games?

Puzzle 130