
Follower of Christ | Unity3D indie game dev | Co-Founder of @MindForgeStudio s | Super Straight ⬛🟧 | adj (Handsome, Smart)
Ohio
Joined April 2009
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- Following1.1K
- Followers251
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Andrew Pullins retweeted
Everyone go follow the Twisted Tower artist @CaravelliDev ! He's amazing, and is actually also open for some contract work! He's truly an incredible friend and artist.
Andrew Pullins retweeted
I realized yesterday one of the key ways to stand out in the sea of AI slop (and not slop) coming our way in 2027 is story. I know that sounds really odd. But... when I think about my games, I don't really worry about AI copying them. Or any game being able to "steal" the traffic for the game. I just don't, and I think it's because the games are so story driven, and the story can really only be told by me. It's not that the stories are "genius", it's that they are just.... Thomas's stories. Nobody else can tell them.
Andrew Pullins retweeted
One of the keys to maintaining a profitable piece of software / game in 2027 will be extreme loyalty to your base: if you treat them fairly, they will happily pay. If you don’t, they’ll clone you into oblivion
Andrew Pullins retweeted
What if the output of a creative endeavor isn’t actually what people like about it to begin with? What if knowing the process was painstakingly crafted is part of the joy of consuming it?
Andrew Pullins retweeted
No technological innovation can be more valuable that just having really good ideas and executing on them with passion and discipline. Stay calm, confident, be creative, and follow through. Period. That’s it. There’s a lot of noise, a lot of viral posts about AI doing this and that. But above all: stand firm, execute on great ideas, build your game, and finish THE PRODUCT (this is the part most devs never do), and you’re already more unique than most game devs.
Andrew Pullins retweeted
Amazing!! Who could have imagined?
Just 7 months later: with the release of Omarchy Linux Quattro, agent integration, and a couple updates to Grok and Grok Build... A perfect solution to this gut wrenching experience!
I now have the retail Tobii Eye Tracker working! No SDK, no Walled Garden!
Andrew Pullins retweeted
I realised today that it's been 11 months since I uploaded a story explained video. That changes NOW as we explore the story of Twisted Tower. More to come soon...
youtu.be/YEMy2orhHCA?si=LQ3L…
Andrew Pullins retweeted
A Japanese teacher creates a new piece of artwork for his students every day, only to erase it once the school day ends.
Hirotaka Hamasaki, a high school art teacher in Nara, Japan, creates elaborate chalk masterpieces on his classroom blackboard. Using colored chalk, he recreates iconic Western paintings and popular anime scenes, giving his students a new surprise each morning.
His highly detailed drawings can take hours to complete, but they are never meant to last. At the end of each school day, Hamasaki erases the artwork, using its temporary nature to teach his students about appreciating the present moment and finding beauty in things that don’t last.
Andrew Pullins retweeted
So like... @thomasbrushdev... How about putting the Twisted Tower soundtrack on Spotify or something? It's just way too good.
Andrew Pullins retweeted
TO ALL PRESS MEMBERS WHO ARE WRITING ARTICLES ABOUT TWISTED TOWER FOR TOMORROW: I did not make this game solo. My partner in crime, my friend, and the incredibly talented environment artist, weapon designer, and level designer Felipe Caravelli was pivotal for the whole project. Also, the enemy art is from the talented @brynethart !!! Everyone, please retweet so they hear this. Press *want* me to be solo but it's not true. That said: the core team behind this game is TINY. It really was basically me and Felipe for the most part, but lots of other subs and what not were crucial in partnering alongside the project
Andrew Pullins retweeted
We all have ideas. Ideas are immortal. They last forever.
What doesn’t last forever is inspiration. Inspiration is like fresh fruit or milk: It has an expiration date.
If you want to do something, you’ve got to do it now. You can’t put it on a shelf and wait two months to get around to it. You can’t just say you’ll do it later. Later, you won’t be pumped up about it anymore.
If you’re inspired on a Friday, swear off the weekend and dive into the project. When you’re high on inspiration, you can get two weeks of work done in twenty-four hours. I
Inspiration is a time machine in that way. Inspiration is a magical thing, a productivity multiplier, a motivator. But it won’t wait for you. Inspiration is a now thing. If it grabs you, grab it right back and put it to work.
Inspiration is perishable.
Andrew Pullins retweeted
I made a huge mistake that ruined the launch of my 2nd indie game. Here's the story and how I'm going to try to save it:
I built my autobattler "Some of You May Die" with the intention of making an "Autochess"-like multiplayer game where you could push synergies a lot deeper. When I announced it, a few people asked for Singleplayer and I stupidly thought, "yeah why not, I'll just add a singleplayer mode".
This single decision ruined the launch. Since it was intended to be multiplayer, most of my effort went to multiplayer. It was designed around multiplayer. I thought of Singleplayer as a "bonus" but what I didn't realize (I should have) is that many people would buy it only for the singleplayer and judge it only on the singleplayer.
Justifiably, these people were upset and felt that it was poorly balanced and overpriced.
The price issue makes sense if someone is only playing singleplayer. That was something that I didn't foresee.
The balance issue is mostly about it being too difficult. This was a secondary mistake that I made. I did a lot of "rebalancing" in the month before launch and made it a lot harder.
Because there's not a whole lot of singleplayer (about 6 hours), I thought if it was too easy people would be upset and just breeze through it. I was probably right but the issue was larger than I realized. There just shouldn't have been singleplayer at all. If it was too easy, people would be justifiably mad due to how short it would be to beat. And when I made it too hard, people were mad too.
The real answer should have been just to commit to multiplayer only. It's what I wanted in the first place and I made a bad decision.
It may be too late to save the game, I'm not sure, but this is what I'm doing to address it:
- I've removed all mention of singleplayer from the store page. It still exists but now it's truly a bonus. No one buying it now should expect to see singleplayer
- I've redone the main menu UI to put Multiplayer as the first and primary option
I really believe in its value as a multiplayer game. I love playing it myself - it still hasn't gotten old for me and a lot of players love it too.
My hope is that my changes will "stem the bleeding" of the negative reviews and that long term it will be able to recover.
My biggest takeaways are:
1. Don't try to please everybody. It should've remained only multiplayer
2. Don't make significant balancing changes after you've already validated that the game is fun with a large demo audience.
As mentioned previously, keeping it easy may have caused it's own flood of negative reviews for a different reason but still, significantly changing the balance without re-validating with a larger population was a mistake.
I'm sharing this so hopefully no one reading will make the same mistakes that I did. It's been a little hard seeing something that I love and believe in get hated on, but at the end of the day, if I had been wiser I could've prevented it. So I'm going to take in these lessons and carry on.
I'm planning more updates and we'll see if I can turn this thing around in the long term.
Thanks for reading <3
Jo

























