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Better late than never. As I wrote in the post, at some point in your artist journey, you more think about MEANINGFUL impact of your art. Sadly making QUALITATIVE these type of games is an uphill battle (especially as a hobbyist). In my exp, even cooperating with mental health NGO there comes time, when they do not have enough resources and must be discontinued the project or at least freeze for a few months. And without them there is not enough expertise to make the content, effectively test it. And although slowly the industry changes, including more mental health games, the industry (especially publishers) will not truly embrace it until the breakthrough hit (like "Slay the spire" did for rogue like deck builders). Sorry for the rant, but when the system vastly enables escapism and suppresses solving the underlying problem, you know that it is a bad system. So called "whales" and how they are used is a great example.