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(+4)
  1. I spent about a day designing the first iteration of A Perfect Rock, followed by a day of post-feedback adjustments, and a day of itch page/printer-friendly/asset design. 
  2. I learned to "listen to the feedback that isn't specifically stated." For example, one of my playtesters gave great written feedback, but in passing conversation after they mentioned: "we didn't know when to change the expedition leader, so we did X instead." I adjusted the flow to make that part more clear, but I wouldn't have caught it had I only focused on their written feedback, and not the conversation afterwards.
  3. The biggest challenge was reducing the word count and making each sentence efficient and impactful. It's hard to make things shorter!
  4. There are so many great submissions, but Drifts inspired some of my layout design, and Honey i made me smile while reading it.