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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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iviay00

Pulse Shift released

2 posts in this topic

Pulse Shift is first person puzzle platformer. Game contains 50 levels in 7 different
theme styles. Each of the chapters brings some new game objects, new
ability and new music. Each level has one hidden bonus. Collecting all
bonuses in chapter unlocks a bonus level. In total 7 additional
bonus levels. During playing player can control gravity and time. Goal
is getting to the rotation arrow. Game was designed to bring something
new in every chapter. So you will be jumping, looking for the right way,
collecting keys, solving puzzles and probably rewinding time.

 

Available at : http://www.desura.com/games/pulse-shift

 

comb.jpg
 

Trailer :

 

http://www.youtube.com/watch?&v=ve05hLxoOqA

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I have to admit I absolutely love the elegance in simplicity for lack of a better way to say it.  To me it appears that you focused on what was important to your game meaning the puzzles and game play while choosing and obtainable graphics standard that looks pretty on the eyes but didn't bottleneck your project.  Congratulations on completing and publishing your project I wish you great luck.  I would ask you to give back to the community when you can, please post a journal entry or article and tell us what your experiences where throughout the course of this game.  How did you design it, how did you get started, what hurdles did you encounter along the way and how did you overcome them?  How did you decide to release on Desura and how is that going for you?  Have you released to other market / outlets as well (such as steam?).  Can you give us comparisons of how these markets treated you as an independent developer.  Is it as easy as we all think to get into the market?  How are you getting traffic, where and how are you advertising?

 

I know it may sound like a lot to ask but if you get some time these are rarely addressed questions that many aspiring game developers have.  Considering that you have released a game I'm hoping you can provide some details on these aspects.  It will hold much more weight coming from an actual developer or team than it does from all the speculation, assumption and advertisement sources that we see.  If you do come back and do something like this for us please be brutally honest.  Tell us how hard it was to get this done, how hard it is to make sales, how much time and money is being invested in advertising and labor and what not.  Too many times when we hear from published developers we get the same "Work hard and don't give up you can do it".  I for one would rather know what I'm really up against then flying blind under the assumptions that it's all easy and all I have to do is do.

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