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Postmortems

thoughts on the bitsy 8.0 beta
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Postmortem
hey y’all! I wanted to write a post to talk a little bit about my current thoughts about the next version of bitsy: 8.0. first of all, I want to say a huge hu...
Postmortem
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Design We decided to make The Wyrd of Stromgard after Sam had made a Viking campaign for Dungeon World, spent ~50 hours on lore, made a map, and built a detaile...
The puzzle with music in his veins
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Welcome to Devlog #8! Eight is a very powerful number, lay it down and it means infinity! Intro After the awesome Devlog of Chris about ATM , we've seen that...
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...
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...
The Fall of Lazarus: this is not another postmortem
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Hi passengers! Phew. It's been a while since our last update. Sorry about that, but we were having some difficult times and we were also kinda scared of getting...
one night, hot springs: 1-year postmortem
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hi, it's been one year since i released one night, hot springs. i was actually so afraid to release this game that one year ago that when i published this game...
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...
2nd Demo Public Postmortem
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Now that the demo has been out for a couple days, I think it’s okay to publish a public-friendly post-mortem focused more on the narrative decisions than on t...
ATM machine Post-Mortem and some thoughts before deciding what to include in the game.
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Intro One of our discord members (Elin) said that she wanted to know more about why we chose the ATM machine as a battle in Everhood. So here we are! Let's see...
Our first Game Jam Winner: Diver Down Postmortem
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So far, Diver Down was one of our most successful games: the feedback was great, it gained a lot of views, and we got first place on the Godot Wild Jam #2 ! Me...
the Paint Game post mortem... kinda
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Till that Soil to heal your soul (You can also play through the post mortem here: https://mjm.itch.io/tts - it doesnt have the pictures, but its interative~...
Some notes after completing Nono Pixie
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Nono Pixie is done and I don't really need to change or add anything to it. Not that it would be hard to add more puzzles, they can be appended to the end of th...
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Witchy Workshop Postmortem - Tips to Keep Your GM:S Project From Scaring You
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Witchy Workshop is a physics puzzle game where you play as a dog and often set things on fire. If you've played games like The Incredible Machine , you're proba...
Sheep Dreams Post Morten - The Pay What You Want model on mobile
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Abstract In this article I will be sharing my experience using the Pay What you Want model in a mobile game. The game I tested on is called Sheep Dreams Are Mad...
The Making of "The Bath Crone," Pt. 1: Overview
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I started working on "The Bath Crone" in 2016 and it's 2018 as I'm writing this. It's finally done! Though it takes only a few minutes to read, it took a very l...
Chronodog - A Look Behind The Space Curtain
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Hi Everyone, In the past week we've been overwhelmed by the feedback we got on Chronodog: Earth Defender . I never expected the game to be one of the most rated...
Good Morning - Revisited, A Post Mortem
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Introduction Good Morning - Revisited is a rework of a previous title I had shipped three years ago for a student project. The game’s core feeling was to remi...
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It's out.
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Happy 20th anniversary Half-Life. Block Mesa is now live. All the major art is in place to finish work on chapters 7-19, I just need to find the time to dedicat...
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Post Mortem
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( Originally posted at ludumdare.com on 2015-08-25 ) Dragon Tax Return Simulator 2015 is my first Ludum Dare entry. Once the theme was announced I brainstormed...
The Dragon's Last Flight: NaNoRenO 2019 Postmortem
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The Dragon's Last Flight is a fantasy visual novel game that was initially conceived as a NaNoRenO project. The player is cast as Marius, a weathered old dragon...
Revisiting a game you developed years ago, Part I
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It's a strange feeling coming back to a game you developed years ago and then, quite suddenly, abandoned. The irony is that in 2012 LambdaRogue was in the most...
Deadnettle Creek: NaNo 2019 Postmortem
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Hey! I’m azaraih and I (and somonastic) developed the demo for Deadnettle Creek during NaNoRenO 2019! It’s been a couple weeks since the end of March and th...
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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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Cyber Crime Driver jam postmortem
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Cyber Crime Driver was made for the 7-Day Broughlike challenge. It's a turn-based game where you have to navigate a hexagonal map collecting briefcases and avoi...
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A_DESKTOP_LOVE_STORY design & technical notes
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So I just published something new! Here it is. It's called A_DESKTOP_LOVE_STORY. A_DESKTOP_LOVE_STORY is a short love story told between two files. Due to syste...
Making-of Blobby the Level Shrinker
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Hello everyone ! Here's my adventure of making Blobby the Level Shrinker for the GMTK Game Jam 2019. ============= The idea ============= So, when I first heard...
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Space Orbs development
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So Space Orbs is finally out! I figured it would take less than a month to finish after making a prototype in a week. It took a bit more time.. It started the w...
CATS&CATS Kickstarter Completion and Breakdown
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Cat cat catcat cat cat, cat catted CATS&CATS! Thanks to the marvelousness and unexpected speediness that is Chessex Dice, CATS&CATS was able to be fully fulfill...
A Proper Postmortem
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Maybe?! Heck if I know how to actually format a good post but let’s try. As game development went on for almost four years, this is probably gonna be long...
When Minecarts Crash: A Postmortem on "Bombs n' Mines"
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When Minecarts Crash A Postmortem on “Bombs n’ Mines” Bombs n’ Mines was intended to be released as a 1 st person rails puzzler for the Extra Credits Ga...
End of the journey
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Hello everyone! As we said, we've been busy with other things these last few months, so it's taken us a while to give some news. Let's cut to the chase right aw...
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...
The Testimony of Trixie Glimmer Smith - Postmortem
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This postmortem predictably contains a few spoilers for 'The Testimony of Trixie Glimmer Smith' ! If you haven't played it there's a free demo on it's page! Giv...
Making Chess in Pico-8 - #3: Chess Engine Basics
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I'm Krystian. I make games and teach game design. I recently wrote a Chess Engine from scratch in Pico-8 . In this series of posts I will walk you through the p...
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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Else Walker Postmortem
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Hello everybody! I finally got some decent sleep and I'd like to talk a little bit about Else Walker. First off, thank you to everyone who played, beat, rated...
two years since... a postmortem/q&a
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it turns out that today (2019/10/18) marks exactly two years since i released Magical Witch Bell and Her Non-Magical Friends , my first visual novel on itch.io...
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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Money for the Honey (a look at Hive Time's finances and pay-what-you-want pricing)
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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...
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...
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...
Helltown Postmortem
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Hey! My name is Gabriel and I made, along with my partner Nicolas, the indie horror game Helltown . In this postmortem, I’ll mainly write about our developmen...
Exit Mask: A Postmortem
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There is no elevator pitch for Exit Mask. That’s not so much a futile attempt at making the game out to be some conception that is beyond standard description...
How we made a roguelike for the Commodore 64
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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...
Thank you all (postmortem)
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Hello everyone, I wanted to make this devlog to thank all of you who played the game so far, especially those that took the time to comment, rate, add the game...
A YEAR OF SPRINGS 1-year postmortem
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hello! today is A YEAR OF SPRINGS' first anniversary. thank you to everyone who's played it so far! the game is also on sale for 30% off to celebrate. since it'...
Skill iconpack released!
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Hello, this is my new game asset. I added a promotional discount for 1 month. Thanks!...
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Beatdown Dungeon Postmortem
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As of this writing, Beatdown Dungeon was released roughly two weeks ago and was downloaded a little over 300 times. While I’ve been creating indie games since...
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...
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