Puzzledorf is coming to the South Australian video games expo, SAGE 2024! Click to find out more.
I'm very excited to announce that Puzzledorf will soon be releasing on XBox consoles! The demo is currently live to play. Read more.
Puzzledorf will be coming out this August on the Atari VCS. Can you escape the land of puzzles? Click for teaser trailer and more.
I had a dream to make video games. I ignored them and went my own way, because this is the way I wanted to live my life.
You can preview the new, animated Title Screen along with the new Theme Music, coming out soon.
There's new info about the "Ruins" update coming soon to Puzzledorf and I've just launched a new Steam Developer page.
Puzzledorf is discounted until April 15 as part of the Indie Hits sale on the Humble Store. Puzzledorf has an update coming out soon with a "Ruins" theme...
This article looks at the visual design of Puzzledorf, but also how the graphics tie in to game design, communicating ideas and teaching through design.
New Steam Achievements have just been added to Puzzledorf! Previously the achievements would be completed by any player who completed the game. These...
A look at what players are saying about Puzzledorf, and my thoughts on the subject.
Now that Puzzledorf has been out for a while, I thought it would be fun to look at some of the user reviews from Steam players and see what they had to...
Steam achievements are added to Puzzledorf today! This is the first round of achievements, with more planned to be added soon. Click to read the list...
Announcing the dates Puzzledorf will be discounted over the Christmas holiday season.
To celebrate the approach of Christmas, a free new update for Puzzledorf releases today on Steam and Humble Bundle! The update adds 12 snowing, ice covered...
Playtesting should be a key part of your design process. Done correctly, playtesting will transform your game design into something powerful.
This article is about how I made puzzles fun through simple designs with surprising solutions.
This article looks at how you can create a balanced difficulty level that will empower players to finish your game.
This article looks at how I tried to create textless tutorials and instead teach through design; to use experiences to help people learn through play.
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