A look at how the world at large sees my first two released games.
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Looking back and revising a roadmap I made a several months back.
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What the heck have I been doing this month? This is what I have been doing this month...
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4/14/2010
Nasty, XBLIG
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A graphical look at the sales trends for my first XBLIG release.
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A quick look at what I've been up to and what other trouble I will be causing.
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The long over-due Nasty post mortem.
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Everything I've been up to!
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You do not have to make big games, just make good ones.
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Detailing the sales of Nasty at it's original price and the much lower current pricing.
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Having been developing games for XBLIGs for about a year now, here is a look at the rollercoaster ride I've taken as an Indie game developer.
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Looking back at what went right, wrong, and what that means going forward.
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Update on the progress for the second update to Nasty
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A whole bunch of tips to help you get more eyes on your games.
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What I'm working on and what I might work on next.
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10/5/2009
XBLIG, Nasty
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Analyzing download numbers for Nasty and what they mean for XBLIGs.
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Trailer for the upcoming Nasty 1.5 release
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Nasty has been out on the market for nearing three weeks now. Here's what's on my mind.
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Just because you release a game shouldn't mean that you're done with it.
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Collision detection in Nasty goes down to a per-pixel level. Yet one review has labeled it "dodgy". Here's my explanation why and what can be done about it.
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8/28/2009
Nasty, XBLIG
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A few days ago, Nasty went on sale for 400 Microsoft Points (roughly $5). This might be a knee-jerk reaction, but what I've seen from sales and gamer comments has me seriously questioning my decision to sell the game at 400 points.
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