Solo indie dev from Poland. Currently working on turn-based, deck-building strategy roguelike. https://xitter.cf/t.co/ymswebex0K

Poland
Joined January 2020
It's time. "Demiurges" is ready. My first game just landed on Steam. If you like Heroes of Might and Magic 3 it will be a perfect game for you. I mixed the great formula of HoMM with the card game. Because of it every game is different and exciting. #indiegame #indiedev \/ Links
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The first try to make the map actually functional
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Some of you complained that the wagon was empty
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test
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test
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Hey, I have great news for you. Tomorrow at 14 CET, Demiurges will be available to buy on GOG. 🎆🎆🎆 I also want to share that I'm working on a mobile port for Android devices.
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INDIE GAMES ARE ART 💀 INDIE GAMES ARE ART 💀 INDIE GAMES ARE ART 💀
INDIE GAMES ARE ART 🥀 INDIE GAMES ARE ART 🥀 INDIE GAMES ARE ART 🥀
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As indie dev you work hard to make your game as best as you can and still sometimes gets negative review. Meanwhile Ubisoft when they sell game without executable files:
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geniusze z ubisoftu zapomniały dodać plików do gry którą wydały na steamie, żadna inna firma nie jest zdolna do czegoś takiego xDDDD
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I don't get how people could defend these loading screens. This is not a design choice, it has no benefits for the players. The only reason is that it's easier for developers to do this that way.
The Elder Scrolls 6 and Fallout 5 are confirmed to be running on the Creation Engine This means they will very likely both still require loading screens when entering Interiors. I think this is one of the biggest weaknesses of Bethesda games, it really does feel outdated…
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tick tack
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Today, YouTube just randomly shows me this amazing piece. The amount of sprites that developers need to do to make these smooth rotations is insane.
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Making a game based on market analytics is horrible. Maybe it's commercially optimal but soulless. Of course, I want my games to be a commercial success, but I wouldn't change my vision because of market needs/trends.
One fact that almost made me consider never doing game dev commercially, is that the kind of game you make matters. The genre of a game is one of the earliest decisions you make and it's also one of the most important marketing-wise. Let me explain...
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Actually, there is no way to estimate how many of these 55k refunds are people who finished the game. In my opinion, finishing a game, liking it, and then refunding is a dick move, but the only solution I see to prevent this is just to make a long enough game.
An indie developer is asking Valve to change Steam’s 2-hour refund policy after more than 55,000 players refunded his game after finishing it. The developer says his co-op game, Paddle Paddle Paddle, can be completed in under two hours. Because of that, many players finished the game, asked for a refund, and even left reviews saying they enjoyed it but got their money back anyway. According to the developer, the game has over 90% positive reviews, but the high number of refunds is making it much harder for a short indie game to be successful. Steam currently lets players get a refund if they bought a game within the last 14 days and played it for less than two hours.
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Lonely night at the campfire
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