After every project is "finished", so far as they ever are, I like to look back on the development process and see what I learned, what mistakes I made and what I did well. Though Piczle Cross Adventure has barely been released I thought I'd do a post-mortem on it already, even though at this … Continue reading Piczle Cross Adventure post-mortem
One trap I always walk into, despite knowing better, is focusing on the gold master of the game and seeing it as some kind of finish line. However, once you've submitted your game to be checked by the platform holders, the last check before you can put it up for sale, there is still a … Continue reading Now the real work starts!
If you're an observer of the game development industry, follow game developers or have seen my recent tweet, you may have heard the term "gone gold". Now you may infer what that means, but why do we use this term? It's not akin to me still using a floppy disc icon to show when Piczle … Continue reading Going gold
As a fan of Easter eggs in games, and being in the privileged position of developing games myself , I once made the inadvisable decision to hide an entire mini-game in one of my games and not tell anyone about it (aside from my publisher, who of course has to sign off on all contents … Continue reading Piczle Cross, Puzzle & Watch
Something slightly different for this week's devblog, but that has a bearing on the development of Piczle Cross Adventure nonetheless: I thought I'd look back on the development of Piczle Colors and write down some of the lessons learned and observations made. Piczle Colors is currently available from the Nintendo Switch eShop world-wide and as … Continue reading Piczle Colors post-mortem