The design of the demo should be core to the design of the game. If you expect that you can get away with simply limiting content and play time, your game will sell a tenth of what it should. Instead, if you focus on what the customer actually gets to touch before they buy the game, you will be more likely to get them to pull out their credit card. This means scaling that tutorial WAAAYYY back and focusing on the first 30 minutes to provide quick progression, fun gameplay, and flashy graphics. I made the “explain everything in the tutorial up front” mistake on my second game, Venture Arctic, and it really hurt sales. People lost interest before they got to the fun parts.
-> NotesOnGameDev.net » What Every Indie Needs to Know
Andy est un des meilleurs pros avec lequel j’ai pu travailler, ses conseils sont tous excellents pour ceux qui veulent se lancer dans l’aventure du développement de jeux indépendants.
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Double Fine Action News
People said the puzzles in Grim were super hard, and I’ve always maintained that this was due to a deep character flaw or mental illness on the part of the player. But now, reading this again, I’ve realized that holy smokes—Some of them puzzles were nuts. Obscure. Mean, even. I blame Peter Chan, because he will never read this post to know that I blamed him.
-> GRIM FANDANGO : game documentation en PDF
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[flash]http://www.youtube.com/v/MfZd45I3g4k[/flash]
Metalosis Maligna is a documentary by Floris Kaayk about a disease which affects patients with medical implants. Sourcing from such implants a wild metal growth ultimately transforms human patients into mechanical looking constructions.
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Bonus Zic (souvenirs, souvenirs) : DJ Pone live @ Eurockéennes 2004
[flash]http://www.youtube.com/v/FaA96Vwg5-k[/flash]