Dario was extraordinarily creative, curious, and kind. He was an inspiration to anyone that had a chance to work with him or listen to him talk about his projects. His passionate authorship, so focused on meaningfulness and experimentation, was irresistibly motivational.
On behalf of his girlfriend Claudia and his family, we are crushed to announce that Dario D’Ambra @maggese_ has peacefully passed away last night. We’ll always remember him as a true talent and one of the sweetest persons we ever met. Please share love and thoughts if you will.
Hi #gamedev did you have a game demo in the Steam Summer Game Festival? If so, would you be willing to share your wishlist/traffic numbers for a blog I am writing: #indiegame https://t.co/5R5zaEczuJ
Fellow indie developers, want insider info of Early Access? Look no further. Our game @killsquadgame has been in Early Access for 6 months now on Steam (https://t.co/NTFwGKdY8S). So I think I can share with you the pros and cons of our experience. Share at will! Enter thread:
Hey you know what you need? You need to know when NOT to launch your game. Head over here: https://t.co/gtUgwomwFU and thank @disobey for being pros at what they do.
A year ago, we published an #indiedev Press Kit guide.
It seems it's still helpful for some, so there goes repost time :D
https://t.co/qVxYvYeSKz
#gamedev
IT'S A MONDAY. 💦
Here's a list of embarrassing mistakes I've made so far, as communications director at Kitfox Games.
A teeny thread where we may cringe and realize everyone hecks up sometimes. Maybe not useful info, but maybe a nice relief about expectations and trying.
👇
We can all use a little help sometimes. This time, we'd like to ask a favour.
LUNA launches tomorrow and we would really appreciate any last help to spread the word.
Tell a friend, share the link or just RT - it will REALLY help us.
Thank-you. 🙏
https://t.co/XV5QXnAbw1
Hello @tha_rami! I was wondering if I could run a blog post about presskit() and its manual's translation. Nothing would be hosted on my website except the translation, & everything else would be linked to https://t.co/O3G31Bf7RO. Feel free to decline!
Let me just celebrate for a bit the incredible passion, competence, resilience of the minds (and hearts) behind @game_happens: @marinaponders and @madposthumanist are legitimately Good People who created a healthy, lively, stimulating community and I am forever grateful.
TFW you send a press release to @Internazionale and, instead of giving space to the healthy, cultural and artistic side of games, they dedicate the current issue to game addiction and rehab centers for gaming. Just in time for #gamehappens2019
Reminder 👇🏾
https://t.co/t5zaI5175n
Ok, buon #Halloween ed ecco il trailer della nostra #escaperoom#WERISTWER - dal 10 novembre a @ilPolodel900 di Torino.
Uno Stato. Un Muro. Nove personaggi. Chi è chi?
https://t.co/RVF3YySPdL
How many do you need? Here's an example to break even in week 1:
- Budget = $100K
- Gross sales required in year 1 = $154K ish.
- Unit price = $15
- Full price units required = 10,266
- Pre-launch wishlists required = 20,533
Hihihi I wrote a thing about "networking" whilst introverted. Goals, making conversation, FOMO, reaching out, and other terrifying stuff.
Making conversation and active listening are ACTUAL SKILLS so we need to treat it as such ok!! OK! Neat.
🌱✨
https://t.co/5o2F9NP2lV
✋👈 ANNOUNCEMENT TIME! ✋👈
Starting tomorrow, we will switch tweets to (mostly) Italian in view of our upcoming temporary escape room #WERISTWER (Turin, Nov-Dec), so let us share some info about it
(a thread?)
I think most people understood what I meant in this thread, but just to clarify: you definitely need to promote your game, but a lot of things you could do are like 0.01 multipliers for quite a bit of work. Whether that's worth it depends a lot on you and your project.
A broad stroke would be like: put out a nice trailer and if there's not much interest, then consider wrapping up the project early and moving on to the next game with what you've learned. It makes more sense to me to optimize after a trailer that's done really well.
Sadly, I think the games that are helped most by optimizing are also the ones that need the help LEAST overall. If your game is naturally appealing to the mainstream (note that I'm not saying "good", "worthwhile", or "artistic"), then that extra effort will come more into play.