Next Fest tip: the real demo is the one you play for ten minutes, close, then spend three days thinking about. Wishlist that one. #SteamNextFest #gamedev
Every indie dev ships two games: the one in their head and the one on the Steam page. Wishlist Wednesday is when you find out how far apart they are. #WishlistWednesday #gamedev
Steam Next Fest devs: share your demo in the replies and I will help give it some visibility. I do not have a demo of my own, so I will have more time to check yours out. #SteamNextFest #indiedev
Steam Next Fest: 8,000+ demos, one week, players deciding in 30 seconds. AI helps everyone ship faster. It does not help anyone stand out among everyone else shipping faster. #gamedev #SteamNextFest
AI can write code, draw art and compose music for a game in minutes. It still cannot decide which of your 40 half-finished features is worth shipping. That job stays with the solo dev. #gamedev
Wishlist Cycling Champion and but it in some sale! store.steampowered.com/app/4…
Player feedback is a perfect system: one review says the game is too slow, the next says it's too fast. Fix both by shipping it at the one speed nobody tested. #gamedev
Cycling game logic: if the rider beats the peloton, it's a bug. If the peloton beats the rider, it's realism. If both happen in the same race, it's a feature. #gamedev
The 90-90 rule of indie dev: the first 90% of the game takes 90% of the time, and the last 10% takes the other 90%. Nobody warns you the Steam page is part of that last 10%. #gamedev
Five hours of racing, one breakaway, caught 200 metres from the line. Cycling is a perfect sport. Cycling Champion fits the heartbreak into a few minutes. #cycling #indiegames
