Skip to main content

indie

CompanyUnited States

Documents about indie

Cover of Solo Indie Dev - 2. Month Review
14 min
Jonas Tyroller14 min

Solo Indie Dev - 2. Month Review

This two-month progress review evaluates the experiences of a solo indie game developer balancing game production with YouTube content creation.

  • The primary barrier to solo indie development is the psychological 'Dark Night of the Soul' phase, where the initial excitement fades and discipline is required to overcome self-doubt.
  • The developer failed to reach the target of 200 subscribers, prompting a strategic pivot away from daily content creation due to concerns over video quality and searchability.
  • Playtesting for the project 'Nova' revealed that the current gameplay iteration lacks sufficient engagement, necessitating further refinements before a vertical slice can be completed.
Jonas TyrollerMar 2018
Cover of How to work with the games media
28 min
PocketGamer.biz28 min

How to work with the games media

Effective developer-media relations hinge on building authentic, long-term relationships rather than relying on mass-distributed, impersonal press releases.

  • Prioritize building long-term, authentic relationships with journalists well before a game is finalized rather than relying on mass-distributed, impersonal press releases.
  • Tailor pitches to the specific interests of individual journalists, as generic 'Dear Editor' emails are frequently deleted and counterproductive.
  • Engage with media throughout the entire development cycle by sharing early builds and progress updates to ensure journalists feel invested in the project's success.
PocketGamer.bizMar 2018
Cover of Indie journey – From intensive care to hit game (clear vision)
13 min
PocketGamer.biz13 min

Indie journey – From intensive care to hit game (clear vision)

The journey of Eldring Games, a self-funded independent studio based in Stockholm, illustrates the transition from solo flash-game development to a professional mobile gaming operation.

  • Eldring Games, founded by Dan Olsson in 2007, transitioned from a solo flash-game operation to a five-person studio by maintaining creative independence and self-funding.
  • The Clear Vision franchise achieved significant scale with over 100 million plays on flash platforms and approximately 35 million mobile installs across iOS and Android.
  • The studio sustained long-term player engagement for the Clear Vision series, accumulating 1.6 million user reviews across app stores.
PocketGamer.bizMar 2018
Cover of CoalFire Played My Game Ovus Nova! - (Reaction) [First Let's Play]
15 min
Jonas Tyroller15 min

CoalFire Played My Game Ovus Nova! - (Reaction) [First Let's Play]

The developer of the indie strategy game Ovus Nova provides a reaction and analysis of a Let’s Play video featuring their early-access title.

  • The core gameplay loop of Ovus Nova centers on a two-button real-time strategy mechanic focused on managing creature growth and tactical detonations.
  • Technical deficiencies identified in the current build include broken health bar UI, a lack of direct unit movement control, and missing level-transition screens that cause input carry-over between stages.
  • The developer is refining a 'slowdown' balancing mechanic intended to prevent exponential growth when eggs are clustered too closely, aiming to differentiate the game from passive clicker titles.
Jonas TyrollerFeb 2018
Cover of Talking Game Dev with Sylvester Hansen
97 min
Jonas Tyroller97 min

Talking Game Dev with Sylvester Hansen

Independent game development currently operates at a critical intersection of creative freedom and commercial volatility.

  • Independent developers are filling a market void left by AAA studios by focusing on hardcore strategy and narrative-driven experiences that prioritize mechanics-first design.
  • To maintain momentum and prevent skill stagnation, developers should limit production cycles to under two years.
  • Successful indie projects increasingly leverage AI tools to enhance real-time features, such as adaptive orchestral scores, rather than treating the technology as an existential threat.
Jonas TyrollerFeb 2018
Cover of Tokyo Jungle and Japan's Gaming Potential
59 min
Game Developers Conference59 min

Tokyo Jungle and Japan's Gaming Potential

The Japanese gaming industry thrives when developers prioritize original, high-concept ideas over the imitation of Western market trends.

  • The development team behind Tokyo Jungle secured a first-party PlayStation 3 project despite having no prior professional game development experience.
  • By ignoring industry 'common sense' regarding development constraints, the team successfully implemented over 50 unique playable characters, each with distinct movement, combat, and scaling parameters.
  • The studio leveraged their background in web design to handle all marketing and promotional materials—including trailers, posters, and physical media kits—to ensure the product's core vision was communicated directly to consumers.
Game Developers ConferenceFeb 2018
Cover of Once Upon A Coma Official Kickstarter Video
4 min
Thomas Brush4 min

Once Upon A Coma Official Kickstarter Video

Once Upon a Coma is an ambitious indie adventure game developed by Thomas Brush, the creator of the previously successful title Pinstripe.

  • Once Upon a Coma is an indie adventure game developed by Thomas Brush, the creator of the 2016 Kickstarter-funded title Pinstripe, which raised over $100,000.
  • The game features a unique core mechanic requiring players to learn the soundtrack on a piano, integrated alongside traditional exploration, puzzle-solving, and combat.
  • The narrative follows a boy named Pete navigating a surreal, parentless world to find his missing sister, spanning environments from the fields of Reddington to the peaks of Ashcliff.
Thomas BrushFeb 2018
Cover of Let's Name My Game!!! (STOP ME :D)
8 min
Jonas Tyroller8 min

Let's Name My Game!!! (STOP ME :D)

Selecting an effective title for an indie game is a critical development step that significantly influences market success and discoverability.

  • Prioritize searchability by conducting a 'Google test' to ensure the title is unique and ranks highly in search engine results for better discoverability.
  • Use a structured comparison matrix to objectively score potential titles against criteria like memorability, thematic alignment, and phonetic accessibility.
  • Avoid generic industry buzzwords that can signal low quality and instead use synonym finders and word associations to create distinct, memorable branding.
Jonas TyrollerFeb 2018
Cover of Nippon Ichi Software: Q3 Quarterly Securities Report (2018)
Financial report18 pages

Nippon Ichi Software: Q3 Quarterly Securities Report (2018)

This quarterly securities report outlines the financial performance and business operations of Nippon Ichi Software for the third quarter of the fiscal year ending March 31, 2018.

  • Nippon Ichi Software reported a 621.5% year-over-year increase in net income to 430.9 million yen for the nine-month period ending December 31, 2017.
  • Net sales grew by 52.5% to 3.78 billion yen, while operating profit surged 142.0% to 552 million yen compared to the same period in the previous year.
  • Financial performance was primarily driven by successful indie title distribution, global Nintendo Switch software shipments, and ongoing mobile application development.
Nippon Ichi SoftwareFeb 2018
Cover of Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative
29 min
Game Developers Conference29 min

Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative

This 2016 GDC presentation advocates for the integration of dynamic storytelling techniques in single-player video games to increase player agency, replayability, and engagement.

  • To increase player agency and replayability, developers should move away from static, linear narratives toward systems that allow players to influence their unique gameplay journey.
  • The 'explorable story space' technique allows players to piece together narratives at their own pace through optional content, as seen in titles like Gone Home.
  • Developers can use 'drama management' systems, which function like a tabletop dungeon master, to steer emergent gameplay back toward a cohesive narrative arc.
Game Developers ConferenceFeb 2018
Cover of Sound Design Action for My Indie Game Again!
9 min
Jonas Tyroller9 min

Sound Design Action for My Indie Game Again!

Sound design and music composition serve as critical components in defining the player experience and atmosphere of an indie game.

  • Indie developers can produce professional-grade audio using accessible software like Cubase for music composition and Audacity for sound effect recording.
  • Effective sound design relies on a consistent workflow of recording, editing, filtering, and volume adjustment rather than requiring expert-level training.
  • Sound effects can be created by capturing organic noises and manipulating them through layering and reversal techniques to simulate complex impacts like explosions.
Jonas TyrollerFeb 2018
Cover of Go Outside: Jonas Plays Your Game #004
11 min
Jonas Tyroller11 min

Go Outside: Jonas Plays Your Game #004

The indie puzzle platformer Go Outside presents a unique mechanical concept centered on a day-night cycle that automatically transitions the player to the next level once the sun sets.

  • The game's core mechanic utilizes spatial persistence, where a player's coordinates on a platform are maintained across levels to allow access to otherwise unreachable areas.
  • A mandatory day-night cycle automatically transitions players to the next level, creating a time-sensitive constraint that requires environmental awareness.
  • The lack of player guidance and tutorials leads to significant user frustration, as the core objectives and progression logic are not clearly communicated.
Jonas TyrollerFeb 2018