Finding committed partners Once the stall was bought, I went in search of fellow studios who’d want to join in and help subsidize the cost for each of us. There was a fair amount of interest early on, from developers who really did want to participate. But when it finally came down to putting money(…)
At the outset, we printed A3 posters of each game on display. We also had A4 posters printed of each, intended for people to shuffle through – like a menu of sorts. We had a dartboard, for contests. It was meant to be a crowd puller, and the winner could get any one of the(…)
It’s conventional wisdom by now – Indians don’t pay for games. There have been many reasons paraded for the same, ranging from “Credit card penetration is terrible in India, no wonder people don’t buy apps!” to “We don’t make good enough games, why would anyone – let alone Indians buy them?” and the evergreen “Gaming(…)
You’ve decided to take a brave step by showing your underdeveloped precious idea to the world. You’ve come to terms with the fact that your beautiful baby with tons of promise is probably going to be ridiculed, sneered at, be criticised even though it’s not complete. But you think it’s all for the good of(…)
Getting user feedback helps you understand if people enjoy your game. The earlier it’s done, the easier it is to make changes to what can be a fun game!
Doing it early and constantly is like keeping your finger on the game’s pulse. Read on to know how to get started…
It’s been a little over half a year since I decided to quit and start making games on my own. The ride’s been interesting, made a few mistakes and I’m halfway through completing one game, with another in the works. And it got me thinking… All this will remain a distant memory a few years(…)