news about game development, tutorials and insights. Now also on https://xitter.cf/t.co/81jVkIYgss

Joined July 2009
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Time for a new #wishlistwednesday for all #indiedev #gamedev :) Share your #INDIEGAMES with the community for some ❤️! 1⃣RETWEET this thread! 2⃣REPLY to thread with your game! 3⃣LIKE the game you like and comment Follow us for more events #IndieGameDev !
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Good Morning, a new saturday a new #screenshotsaturday 😀 Let's see all those great #indiegames 🐦LIKE and RETWEET this thread 🕹️ADD your own #indiegame ❤️LIKE and COMMENT on your fav game 🥇WINNER is the most liked #indiegame #gamedev #IndieDev #indiegamedev
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A green "tutorial complete" checkmark means nothing. Completion metrics count clicks, not verbs. Require one clean performance of the verb — or the door doesn't open. #gamedev #gamedesign "Which tutorial sin is your game guiltiest of? 🕹️"
0%Text boxes everywhere
0%Teaching before motivatin
0%Five systems in one room
0%Ends on a dead screen
0 votes • Final results
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Before you rewrite anything: instrument the funnel. tutorial_started tutorial_step_completed tutorial_completed Step events show where players stop — and what happened right before. Then watch ten first sessions, muted. Watch hands, not opinions. #gamedev #gameanalytics
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The proof is older than most engines. Mario's World 1-1 teaches stomps, rewards, and power-ups through level structure alone. Zero tooltips. Valve did the same with Half-Life 2: the story unfolds at your speed, through interaction. #gamedesign #leveldesign
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Mistake 5: No bridge to the live game. The tutorial ends on a dead screen. Players finish learning — then churn before session two. Fix: end inside a real match, with live economy and stakes. Day 1 goal: a 10–15 min quest chain using each verb once. #gamedev #retention
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Mistake 4: One-size-fits-all. Veterans get hand-holding. Novices get lost. Both churn. Fix: Branch by skill Quick SKIP for returners Optional help for novices Prompts for touch / controller / KBM #gamedev #accessibility
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Mistake 3: Cognitive overload. Working memory is a fixed-capacity store. The 3-3-3 ceiling: 3 verbs 3 UI elements 3 seconds per step One system per level. The jump button is "jump" everywhere. Delete what isn't necessary. #gamedev
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Mistake 2: Wall-of-text "teaching." Text boxes and arrows instead of play. Result: high completion, zero skill gain. Fix: one verb per screen. Move → aim → act. Skill checks, not quizzes. Perform the verb or the door doesn't open. #gamedesign
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Mistake 1: No player promise. You teach controls before answering "why care?" Result: drop-off before the core loop appears. Fix: cold open with a win state. Teach controls inside a meaningful scene. Reward an upgrade in the first minute. #gamedev #gamedesign
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Your tutorial isn't broken because players can't learn. It's broken because it teaches controls before it earns attention, replaces play with text, and floods working memory. Up to 70% of players churn during onboarding. The 5 mistakes, and how to fix each one 🧵👇 #gamedev
🤖 Made with AI
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Time for a new #wishlistwednesday for all #indiedev #gamedev :) Share your #INDIEGAMES with the community for some ❤️! 1⃣RETWEET this thread! 2⃣REPLY to thread with your game! 3⃣LIKE the game you like and comment Follow us for more events #IndieGameDev !
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Happy #trailertuesday ! ❤️ Like and RT to help new developers! 💬 Comment about their work! ✅ Follow our channel (thx a lot!) #gamedev #indiedev #gamedesign #indiegames #indiegamedev #indiegame #gamedevelopment #gaming #design
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Time for a new #wishlistwednesday for all #indiedev #gamedev :) Share your #INDIEGAMES with the community for some ❤️! 1⃣RETWEET this thread! 2⃣REPLY to thread with your game! 3⃣LIKE the game you like and comment Follow us for more events #IndieGameDev !
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Happy #trailertuesday ! ❤️ Like and RT to help new developers! 💬 Comment about their work! ✅ Follow our channel (thx a lot!) #gamedev #indiedev #gamedesign #indiegames #indiegamedev #indiegame #gamedevelopment #gaming #design
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When is pre-production actually done? Not when the calendar says so. Four exit criteria: ✅ Core loop validated (players responded as intended, team agrees to keep building) ✅ Key technical risks proven ✅ Team in place ✅ First milestone defined with written acceptance criteria
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Staffing errors cut both ways: Hire too early → 40 people with nothing to build. Costly in cash and morale Hire too late → half a team, 3 months from your first milestone. You can hire into that. You can't get time back Staffing model and schedule = ONE document #indiedev
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The most expensive pre-production mistake: deferred platform cert research. Xbox XRs and PlayStation requirements are published, revised documents. Finding a fundamental conflict during cert — release date locked — is a planning failure, not bad luck.
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