Hey folks! Hope you’re doing well. I’ve been working on lots of various things of late, and today I’m rolling out an official announcement for one of my upcoming games, Missile Cards, which is now live on Steam Greenlight! Here’s a trailer and a few details! If you think it looks cool, please take a moment to vote for it on Steam to help get the game on the platform!
Please help Missile Cards get on Steam by voting today and helping to spread the word!
About Missile Cards
“It’s kind of like Missile Command, only re-imagined as a turn-based strategy card game.”
Arm your defenses and blast away flaming death orbs, nuclear warheads, and other hazards hurtling down from space before they annihilate your base. Loosely inspired by the Atari classic Missile Command, Missile Cards re-imagines the intense bombardment defense gameplay as a turn-based card game. Unlock new bases, upgrade your arsenal, complete missions, and challenge your card skills against increasingly brutal decks in this highly replayable solo-card game.
- Avoid annihilation through strategic card play and pressure cooker defense card deployment.
- Uncover new bases with unique decks, hazards, defenses, and missions.
- Deploy missiles, lasers, cannons, shields, repair drones, orbital death rays, and much more!
- Unlock special cards to modify your deck and improve your chances of survival!
- Fast to learn, highly replayable solo card game action!
Missile Cards is being made with GameMaker: Studio.
Join the Mailing List!
Want to be notified when the game is out? Join my mailing list to find out when the game launches and be notified of beta testing opportunities!
ONLY THROUGH NOV. 1ST! — You can grab my horror dungeon crawler IF game, This Book Is A Dungeon at a crazy 90 percent off — Just $0.59. If you’ve been on the fence or are just hearing about it, now is a great time to grab it for stupid cheap.
I’m not making much green off this sale, so if you enjoy the game, please take a moment to leave a Steam Review to let folks know what you think! Thanks so much!
Stay tuned, too. I have several upcoming projects in a similar vein (but far more fleshed out with mechanics, art, etc.)
You can join my game dev mailing list to get notified when my next crazy thing is ready to go!
As a huge podcasting nerd, I love opportunities to talk shop about things I’m passionate about and offer insights from my own experiences that might help others who are on a similar path. This week the folks at Indie Insider Podcast had me on to do just that, and it was a blast!
We had a great chat about the “indie mindset” for game developers, finding focus to hit your entrepreneurial goals, and tips to stand out and stay afloat in the indie game dev world. I also talk about my journey from games journalism into game development, and share some exclusive tidbits about one of my next big projects, DEATHWELL, which is a spiritual successor to This Book Is A Dungeon.
You can listen to the podcast episode right here!
And stay tuned, I’ll have more specific details and some screenshots of DEATHWELL to roll out soon.
What a week this has been! On Tuesday morning I (and many other frustrated indie devs) woke up to discover that Steam’s latest update took a chainsaw to the user reviews for our games on the marketplace.
In a nutshell, under this new policy, any user reviews left by someone who did not directly buy the game through Steam, are no longer counted in a game’s overall review average score. They can still be left, but they’re buried deep in a series of menus. That’s…errr…a load of horse feces, to put it plainly.
So basically this means that any dev-generated codes, any Kickstarter keys, and even any Steam keys obtained through legitimate purchases on other platforms (i.e. the Humble Store or Itch.io, for example) are not counted in the reviews system.
I’ve got some strong feelings on the matter. But rather than ramble on about it here, I wanted to share some excellent articles that dig into the issue.
- Gamasutra contributor Joel Couture also wrote up an excellent feature on the dev response to this, which includes some of my own perspectives, a few quotes from me, and the impact this has had on my games. Honored/humbled, by the way, to be mentioned along some other really awesome devs!
- Here’s a thoughtful blog post from indie dev Josh Bycer that digs deeper into what this means for small studios.
Anyhoo, that’s all for now! I’ve got my head buried in a handful of cool projects. Will try to post more about what I’ve been up to very soon, though I wanted to take a quick second to share some interesting reading on this week’s Steam hullabaloo.
Making games is amazing. Making games is also absolute hell, which is why I want to take a few moments to give voice to something I’ve often struggled with since I started this crazy adventure roughly two years ago. It’s one of the few gruesome dark sides of game development, and some days it makes me seriously question whether I can stomach this industry.
I suspect I’m not alone.
It’s a question that comes up every time I hop online and inevitably wind up wading neck deep in the vile Internet spew flung forth from the absolute worst that gaming culture has to offer. It’s a question that I absolutely HATE having to ask, but it’s the kind of thing that’s hard to avoid much longer:
What do you do when you fundamentally loathe the behavior of so many of the players you’re supposed to rely on to buy your latest games?
In this first entry in a multi-part blog series about game development and ADD, I explore what it’s like inside the mind of someone who makes games and suffers from severe attention deficit disorder. Hope these posts offer some insights and tips to help other folks who face similar challenges.
Most of the time, my brain feels like the Millennium Falcon — always threatening to rattle itself apart as I blast my way through a vast hyperspace of to-do lists on any given day. Sometimes I’m firing on all thrusters, and things are going smoothly. Other times, that stupid thing inside my skull does THIS:
Welcome to the Hyper-Mind Hell Vortex. Are we having fun yet?
Inspiration for your game dev projects can come from a lot of different places beyond playing other peoples’ games. If you’re like me, you probably spend quite a bit of time browsing the Internet for images, websites, music, and other resources to kick your creative juices into high gear. Finding a good way to keep all of this digital data organized can be a challenge, but I’ve found that Pinterest is a great solution.