Ventures of an indie game developer

Decided

I'm going to roll with the Int Karate+ idea, and I'm going to make it awesome. Lessons learned so far has taught me:
  1. Controls are everything. Not just steering, but feeling, timing, the bigger picture.
  2. An opponent a is powerful thing and multiplayer in the right way is awesome. Badminton by yourself sucks.
  3. Aesthetics is crucial for getting spread, as opposed to getting noticed and forgotten.
  4. Minute attention to detail goes a long way. Don't design by refinement, use exploration.
  5. Sports (or similar) generally outperform games that are more of toys or survival games.
  6. Originality done right is well rewarded.
If a game gets full score, 6 points, according to these bullets, my previous games may have gotten just above 1 point, which is almost as low as it gets.

I think I can create this type of great game. I know for a fact it's going to take me a long time to do it, and I'm not going to work as intensively throughout the project, so it's going to require a big effort to not get tired of the whole thing and just dumping it on the App Store before it's done.

Sure I hope it's going to sell, but more importantly: do I want to play my own game? If I manage all the bullets above and want to play it; well to me that would signify that I have achieved Mastery of Game Development... Or perhaps I just have more bullets to learn in upcoming lessons. But after 5-6 games on the App Store, I'm pretty sure I'm finally starting to get it.

Pig-headedness can get you as far as cleverness, it just takes you 7 times as long.

About the author

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Gothenburg, Sweden