Tag Archives: Cinders

Cinders Postmortem #2: Production and Business

Let’s move on to part two of Cinders postmortem. Part one was a critical assessment of the artistic merit of the game. This one goes backstage — to the production and business aspects. How the development worked, how we marketed the … Continue reading

Cinders Postmortem #1: The Game Itself

It’s almost exactly half a year since Cinders‘ launch. Six months is ample time for anything that could happen to happen. What was to be achieved, is achieved. What didn’t work out can’t be fixed anymore. In other words — with … Continue reading

Initial thoughts a week after Cinders’ release

It’s done! Cinders is out. I can finally get back to being a living person instead of an elaborate computer peripheral. And to writing this blog.   I plan to do a full post-mortem in a few months, but for now … Continue reading

Personal update

I love writing essay-ish blog posts about game design, but recently I’ve been too busy to do so. And quite frankly, I’m not really in the proper mood. The stress is slowly getting to me and I find myself focused … Continue reading

How to make player choices interesting

I admit that I didn’t care much about player choices up until recently. A strongly directed experience is usually better than a diluted one with a few (often meaningless) options to pick. The player gets to see only one story … Continue reading