Read: Paul Budnitz, Ello and innovation

I absolutely love this article, and resonates with why I continue to love ello every month that passes by. It's also why I love the indie games global community, and why I do what I do with my time.

I'll probably read this multiple times, I'd urge you to at least read it once - it's an interesting perspective.

FUCK THE STATUS QUO on ello, and Medium.

So, here’s the problem with experts.

Most of them read the same books & blogs, live in the same tech ghettos, eat at the same restaurants, go to the same trade shows, and repeat the same facts to one another.


Doing what everyone else is doing is not innovation, it’s iteration.


Being an expert with loads of experience has its limitations. The more you are sure about what you know, the less you’re open to what you don’t. Innovation emerges from the willingness to throw everything you know to be true out the window and be a beginner again — over and over — no matter how much experience you have.


It’s much more interesting to get out there and just do things. Even if I’m not sure my next brilliant idea is a going to work out, it’s much more fun to at least give it a try.

Find me on ello, I'd love more friends to hang out with.

Here's some thoughts, to go with this post:

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Read: Dan Adelman On Indie Game Pricing

Great reading on pricing. For developers and consumers alike.

A lot of people seem to think that a higher price leads to more money, so developers who charge a high price are greedy. Second, why should a player care how many people worked on a game? If I had a magic wand and could produce a game with the same scale and quality of Skyrim or GTA: V instantly with no effort, would that make the game experience worth any less? If I spent $20 million dollars producing a fart app, would that mean it’s worth paying more for? No. No, it would not.


Incidentally, the reverse is also true. Players are acting in their own short-term self-interest by waiting for sales. They can get a free ride from the people who pay full price (or from the developer who can’t earn a living), and get the same games at a small fraction of the price. Unfortunately, that’s not good for players as a group. If players insist on only buying during heavily discounted sales, then eventually quality will wither away. Just look at the App Store.

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Watch: Why your death animation sucks

Another great talk on details making a difference as to how your game feels to the player. A talk from CEGC 2015 #5, "Game Feel or Why your death animation sucks".

Details matter.

Follow @xelubest on Twitter. Talk features

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Follow: Relativity

follow: Follow shares work in progress games with development logs that I feel worth keeping an eye on.

Follow Relativity

A gravity shifting puzzle game where the world wraps around on itself. Has a great visual direction and includes frequent and informative updates.

The devlog features long and interesting posts covering many areas, including technical implementation details using Unity engine and game design topics. The game has a home page as well.

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Apologies for the quiet on this blog, all my focus has been on code and art and I have had less time to share things I find valuable, even though I am constantly backlogging them in a list.

I'll aim for more frequent posts here, including more long ramblings on game design.


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Follow: Somewhere

follow: Follow shares work in progress games with development logs that I feel worth keeping an eye on.

Follow Somewhere

A first person stealth exploration game set in a surreal colonial India.It looks as amazing as it sounds.

There is an alpha build available and a lot of interesting details and work in progress posts on the above link, as well as the home page and their tumblr.

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Follow: Trudy's Mechanicals

follow: Follow shares work in progress games with development logs that I feel worth keeping an eye on.

Follow Trudy's Mechanicals.


A “3D tactics/SRPG” game, with a dev log filled with interesting dissections into what choices are being made and why - a valuable and necessary part of good game design. It includes great art, unique sounding premise and reminds me a lot of the older Fallout and Fallout 2 style RPG's with the sense of place.

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Play: Desert Golfing

Play: is a pointed finger to specific games I enjoyed and think are worth playing, usually with reasoning why.

Play Desert Golfing

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App stores : a silent hat tip

This post is about the app stores (especially on mobile) playing a quiet but critical role in the gross misconduct, and depreciation of quality games for their audience.

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Watch : Indie game marketing rant

Paul Kilduff-Taylor from mode7games talks about some incredibly valuable and insightful views into making games, marketing games, what games mean to you.

“You are doing marketing whether you like it or not. You may see that as a sort of annoying business-y term, but marketing is about communicating and idea - but at the very core if it, making a game is about communicating an idea.”

“Unless you have something that you fundamentally believe in, it's not going to work if you just put up banners shouting about that thing. Similarly as an indie game developer, if you don't stand behind the decisions you are making as a person, then everything will fall apart - it has to be genuine, which is why I like indie games so much.”

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