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Tag "postmortem"  (0 - 30 of 33)
Letters & Legends - building for Steam and Epic

Letters & Legends - building for Steam and Epic

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Letters & Legends has been an amazing learning experience in so many ways, but its biggest lessons came at the end of the process: when I wanted to finish...

Letters & Legends – making the words work

Letters & Legends – making the words work

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Letters & Legends contains more than 222,000 words - but how do the enemies fight back? Letters & Legends goes live on PC and Android this Friday 26 April...

Letters & Legends - sourcing the art and sounds

Letters & Legends - sourcing the art and sounds

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Making a game look and sound right is difficult, especially if – like me – you aren’t a natural artist or musician. But the look of Letters & Legends...

Letters & Legends - inspiring the game

Letters & Legends - inspiring the game

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Letters & Legends is the upcoming word game from Bow & Arrow Games. You’ll create words from a grid of letters to fight more than 120 monsters in over...

Letters & Legends - postmortem

Letters & Legends - postmortem

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Letters & Legends goes live on PC and Android on 26 April 2024. You will be able to buy it on Itch.io, on Steam, on Google Play, and on the Epic Games...

Sliding Swords Post Mortem + Node Farm Announcement

Sliding Swords Post Mortem + Node Farm Announcement

News

A short story about my previous game - Sliding Swords compared to my new game - Node Farm - from the marketing perspective.

Our New Free Game - Starship Murder

Our New Free Game - Starship Murder

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Hey, everybody! Kuba from My Next Games here. It took me longer than I anticipated but I finally got our new game out into the world! It’s called Tales...

Devil Devour Alive DX Postmortem Part I

Devil Devour Alive DX Postmortem Part I

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This game development postmortem is written by Melissa, 1/2 of the Virtua Worlds team and the programmer for Devil Devour Alive DX.

Making Freedom!

Making Freedom!

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Making Freedom was a way for me to refine my programming skills and see how well I can make a game on my own. Freedom has evolved from the custom loading...

Gatekeeping Bad Jokes

Gatekeeping Bad Jokes

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A small summery of how I decided what content filled areas of Development Hell, or what content got cut.

A Potentially Premature Post Mortem for Paradox Vector

A Potentially Premature Post Mortem for Paradox Vector

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This is a detailed account describing the development, marketing and release of the game Paradox Vector. Includes some information about wishlists and...

ChronoVenture Devlog 2020/09 (+ Postmortem)

ChronoVenture Devlog 2020/09 (+ Postmortem)

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First monthly development log of my game and also a postmortem of how the game received when its demo was released for an expo.

GMTK: Postmortem

GMTK: Postmortem

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A short postmortem about my GMTK game jam entry and the future of the project.

Ludum Dare Jam 46: Postmortem

Ludum Dare Jam 46: Postmortem

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Postmortem of my latest game jam entry which I intend to continue development on now that the jam is over. In this action platformer you play as a Fairy...

The November 2019 Development Update

The November 2019 Development Update

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It's been a hectic few months and a lot's been going down - here's the latest update with She Dreams Elsewhere, including past and recent events, latest...

Postmortem: SolSeraph

Postmortem: SolSeraph

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A brief look into some early implementations and features of the game.

Post Mortem: Mr.Hack Jack: Robot Detective

Post Mortem: Mr.Hack Jack: Robot Detective

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We recently released our VR game Mr.Hack Jack: Robot Detective and it's a good time to look at what went right and want went wrong during the project's...

The GDC 2019 Experience

The GDC 2019 Experience

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I went to this year's GDC for the first time to showcase with the Indie Megabooth, all while traveling and exhbiting solo. Here's how it went.

Survival Ball: Making the Game

Survival Ball: Making the Game

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Just published an in-depth article/postmortem about the process of building Survival Ball, from prototype until launch/showcase, passing by the related...

Post-Mortem: Showing off a surreal JRPG at an even BIGGER expo (Part 2!)

Post-Mortem: Showing off a surreal JRPG at an even BIGGER expo (Part 2!)

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The first expo I showcased at went pretty well. During that same expo, I got invited to go to another one... 12 hours away, in a city I'd never been to...

DreamHack Atlanta Announcement (plus other development updates!)

DreamHack Atlanta Announcement (plus other development updates!)

News

We're Atlanta bound, baby! The game has been accepted into DreamHack Atlanta's Indie Playground under the "Best Arthouse" category!

Post-Mortem: Showing off a surreal JRPG at a large expo for the first time

Post-Mortem: Showing off a surreal JRPG at a large expo for the first time

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It's hard to show off your game at an expo. Even harder when you're a solo dev. Absolutely ridiculous when it's a moody JRPG. Here's my experience.

I Am Overburdened, recap and numbers

I Am Overburdened, recap and numbers

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It has been more than two months since I released I Am Overburdened, my silly roguelike, and since I wrote a devlog entry, but now I'm back with an in-depth...

End of year Boss!

End of year Boss!

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2017-Quest is finishing up. The Boss has been beaten back once again. Along with our thanks and gratitude, a little post-launch-mayhem rant follows.

Data and Thoughts from a Month on Steam

Data and Thoughts from a Month on Steam

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A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.

Postmortem: The totalitarian puzzle-platformer Black The Fall

Postmortem: The totalitarian puzzle-platformer Black The Fall

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Overall, our biggest takeaway is that we should’ve followed Little Finger’s advice to Sansa: Fight every battle everywhere, always, in your mind...

Beyond the Design Doc: Unplanned Cogmind Features

Beyond the Design Doc: Unplanned Cogmind Features

News

A retrospective on Cogmind development from Alpha to Beta, examining the many features not mentioned in the design doc and why they were introduced.

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

News

A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.

Redactem - An Indie Game Postmortem

Redactem - An Indie Game Postmortem

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A postmortem of IndieGameStand's number one rated video game!

Epistory Retrospective - Looking back over the development of Epistory

Epistory Retrospective - Looking back over the development of Epistory

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Epistory released 1 year ago. Follow us as we take a trip down memory lane.

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