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Game Postmortems

How we made a roguelike for the Commodore 64
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Postmortem
This is a postmortem for Rogue64, a modern roguelike game developed for the Commodore 64 by Badger Punch Games . Badger Punch games is an indie game developer w...
Radio Bubbles Postmortem
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Design Radio Bubbles design was informed by its aesthetic. While discussing a bunch of possible options of what to do for the theme — rituals, Ash was playing...
DD9 art and invitation
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This time more interactive! I'm planning on posting (along with commentary) some stuff in various places on Discord about character design process. Im there and...
Move Me
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How do we feel when we struggle through a narrow path? How do we feel when we stroll through a wide corridor of trees or an open field? Freedom of movement—or...
The retrograde perspective
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Roadmaps of an uncharted land I found that the roadmaps didn’t work out for me. Looking back at them, that should not be a surprise. While I know where I am...
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stream with interview today
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Greetings, It looks like there will be a stream of the good old Black Resin prototype... with an interview with me! It will be talk about prototype and future...
EDDA Cafe - Postmortem
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Our first game, EDDA Cafe, has finally been released after months of development. We hope this post mortem can be useful for other and aspiring devs in the deve...
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The future of Barkley 2
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Hey there! You might be wondering what is going on with everyone's favourite project, Barkley 2. Well, sit down, because it's a long story. I am Paperjack, a pr...
A moment of reflection
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Postmortem
Demonizer has been out for six months. In that time, I have done some private reflection on the project, but kept myself too busy or distracted to talk about it...
New demo in plans
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As promised modest DevDiary. 1. Publishers? We don't have a publisher yet, but we've talked to a few. Most are delaying any decision. For us, it's a clear sign...
Pain & Happyness
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EXSYNCHRONOS About the development... EXsynchronos took me 14 months of work and it was the most painful production i ever went through. Pretty much time for a...
✨Anniversary Celebration!✨
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Hello, everyone! This is Cesca , Producer and Narrative Designer of Contigo Games. It has officially been a year since StarCrossed first launched on itch and St...
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VERY IMPORTANT INFORMATION!
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For more than three weeks, the second episode has been available on Steam. We are very sad writing this post. Unfortunately, our game does not sell well, and if...
Happy New Year~
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Hiyo, Happy New Years everyone! Hope everyone's doing well. Sorry for the lack of updates, I've been adjusting to my part time job on top of general holiday fes...
6 Years Later...
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Now that BFF or Die is out on consoles and PC I've been feeling reflective. I looked back at the very first developer video diary I made about it... 6 years ago...
Our First Donation! (because we forgot to turn them on sooner...)
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Hello, Mark Lohmann from Bonte Avond here. 👻 A Towerfull Release The beloved tower we've all come to love was born during a GM48 game-jam, Halloween 2019. E...
How PS5 Simulator was made
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Hey next-gen-gamers! Thank you all for playing my stupid game. It's insane how much people played it. I made a video about how I made this game, I would be supe...
Game Design Lessons in Making an Among Us-like Game in 10 Days
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What the Disc? Disc Room Game Jam is a game jam on Itch.io hosted by Devolver Digital and Disc Room developers Kitty Calis, Jan Willem Nijman, Terri Vellmann an...
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Money for the Honey (a look at Hive Time's finances and pay-what-you-want pricing)
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Postmortem
In Beecember last year, I released a bee-themed management simulator called Hive Time . For this project, I was in a position to commit to pay-what-you-want pri...
Retrospective
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End of the Skyline is an alternative turn-based tactics game, and our submission for Ludum Dare 47. You play as a rebellious gang of punks/hackers/protestors...
Social Media + Inking
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Hiyo everyone, Youtube After trying out a few different social media platforms, I've had to really sit down and decide which one to focus on rather than spreadi...
Kintsugi Pottery: Let the Game Design Itself
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Light spoiler warning for The Year After It felt unfair and broken. It was an important point in the game but players didn’t know they were making a major dec...
Escape from Life Inc Postmortem
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Oh, hey there! :D What’s this now, you may ask? Well, it’s just me trying to reflect on this game I made called Escape from Life Inc. Why I made it, how it...
One Month of Lianthus
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17600 views, 3600 downloads, 47 payments, and a feeling of dread as I try to remember how to start a new project. First month of release is going great! I have...
One Week of Lianthus
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8000 views, 1500 downloads, 33 payments, and at least 10 game breaking bugs that had to be fixed. I'd call the first week a great success! Lianthus started thi...
Crumbling World Post-Mortem: The Story of a Failure
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Hello everyone! My name is Dani Marti, and I’m the indie game developer behind Dume Arts. It’s been about a month since I launched my first game, titled Cr...
The Meaning Behind Wireland
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This is just a post explaining some of the meaning behind the story and endings of Wireland. I left it all to be ambiguous and up to the player to interpret wh...
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Thanks for playing! Linger is #1 on itch.io, also updated to the latest version.
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Hey all, Thanks for playing the game, I built this in a few days, mainly over a weekend for a gamejam. Sadly, the game didn't win anything, only got an honorabl...
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Retrospective, Thoughts & AN EXTENDED GAME!
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Hi, So I made a video saying all this, but a TL;DR and text will follow. TL;DW: RR was helped a lot by community, I learned a lot about myself and games. There'...
Making a SNES game in 2020
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Making new games for retro consoles is something that amateur developers can do quite easily thanks to today's technology. Last year, I released a new game for...
Conclusion of the Destroy Threats Together event
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The Destroy Threats Together event was very special for all of us. It wasn't exactly planned but due to situation in the world, we had to stay home just like...
Creating Trial Version + General Post-release thoughts
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Hi everyone, Thought I'd try use this devlog function! Pretty nifty, actually. Trial Version I just wanna say that I'm creating a free trial version for Shiveri...
Dev Diary : Prototype Post Mortem
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Hey everyone, I'm Torri and I'll be writing a bit about the idea behind Moonlight Garden and tid-bits about the development process so far in our very first pos...
Post Jam Postmortem
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Hello! So, a lot you people have played this now. Way more people than we thought would; for a little jam game made over a weekend. Thanks to anyone who has p...
DevLog 27: April Fooled Me
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Hi fellow Grims! Oak here. So we're off to an interesting month. Or life in general. But fret not, dear friends, colleagues and Grims - this too shall pass. I h...
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Developer Diary - From Release to First Event
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Today it has been over 4 months since the release of 3x64, and I regret that I have not yet found the time to write an article on how the entire release includi...
A TL;DR BOB Post Mortem
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As this post was only in Ludum Dare blog, here is a brief post mortem about how was the LD44 for us, our creative process through last weekend and what changes...
Inspirations and Influences
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From time to time I've been asked how I came up with Hive Time. While there are many of parts of the game that I think primarily came from my own or Mim's imagi...
Post Mortem of Medusa's Mercy (video)
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Inspired by Cthulhu mythos
DevLog 24: My Personal Dream Is Coming True: Death and Taxes Release!!
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The game that I dreamt of in 2017 is now ready for its release. ONLY ONE MORE DAY and it is out there! Warning: all of this might sound a bit cheesy and overly...
designing products, and playing games
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My faith in Inconsiderate Climbers comes and goes, but recently I had the chance to play it with some cool friends who renewed my faith that the heart of the ga...
Devlog 01 - first post & demo
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I released the first demo of the art house VR ! This is a new project I've been working on as part of the Oculus Launch Pad program. Without going into too mu...
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Exile Squadron - A Post-mortem
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It’s the 24rd of January in 2020, the day I’m writing this post-mortem, and it’s been a little more than two months since the release of my second game, c...
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PICO-8, motivation, and value
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Making a game I've been trying to make games for a quite a while! Typically my pattern is: Get excited about an idea Work furiously building an engine for said...
Soulash development in 2019
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The year 2019 is coming to an end. It's a perfect time to look back and see how much Soulash grew over the last year of development and get excited over what is...
MONSTERS OF KANJI - the year 2019
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Hey everyone! There's still only a small number of people who know about or have played MONSTERS OF KANJI. With the sequel being in development right now, I tho...
No Delivery: Post Development Log (Assets Release)
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A moment of silence for all the employees lost along the way. Following the release of the Employee Survival Guide , the development cycle for No Delivery offic...
Stellar Interface Post-Mortem
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(Posted originally on our blog ) Today marks the third anniversary that Stellar Interface officially came out, and for the first time since launch we don't hav...
Behind The Scenes--AGALYT Dev Log
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Hey guys, I'm DeMarco Scarnegie! I was one of the artists for A Game About Literally Doing Your Taxes , the first game that Brandon Hesslau, Josh Eckhart, Vinc...
A Monster Created By A Monster
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A monster created by a monster. I like to spook and prank people, of course only if it's fun for them too 😁. I like to make people laugh. Polymerikum was my...
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