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 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...
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 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 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...
A short story about my previous game - Sliding Swords compared to my new game - Node Farm - from the marketing perspective.
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...
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 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...
A small summery of how I decided what content filled areas of Development Hell, or what content got cut.
This is a detailed account describing the development, marketing and release of the game Paradox Vector. Includes some information about wishlists and...
First monthly development log of my game and also a postmortem of how the game received when its demo was released for an expo.
A short postmortem about my GMTK game jam entry and the future of the project.
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...
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...
A brief look into some early implementations and features of the game.
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...
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.
Just published an in-depth article/postmortem about the process of building Survival Ball, from prototype until launch/showcase, passing by the related...
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...
We're Atlanta bound, baby! The game has been accepted into DreamHack Atlanta's Indie Playground under the "Best Arthouse" category!
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.
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...
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.
A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.
Overall, our biggest takeaway is that we should’ve followed Little Finger’s advice to Sansa: Fight every battle everywhere, always, in your mind...
A retrospective on Cogmind development from Alpha to Beta, examining the many features not mentioned in the design doc and why they were introduced.
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
A postmortem of IndieGameStand's number one rated video game!
Epistory released 1 year ago. Follow us as we take a trip down memory lane.
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