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Okay, so I know I am really bad about posting in this blog once a week. Unfortunately, my job has once again gotten in the way. Since my job is my only source of income, it's the one paying the bills. Enough of that for now!

I have made a little progress on Final Defender. Within the past couple of days, I have got a lot of art work done for the cut scene. Once I have the art work done, I can hard code it into the game. I also think that it would kind of cool idea to make a trailer for the game. By making a trailer, I would be venturing into uncharted territory. However, making one would be a great learning experience.

I still plan on having my late August deadline for the game's release. I feel that there is a lot of light at the end of the tunnel now. There is still a lot of art work to be done as well. Unfortunately, that is all the time I have for now, I'm not sure if I can keep to the one post a week. However, I will continue to post regularly. Feel free to follow us on Twitter @wolfnetstudios because we follow back! Also, check out our website! Until next time guys, peace!

Hi guys,

I would like to present you my first game! It's a simple casual game and I really appreciate if you play it and share with me feedback to improve my project. It's totally free and without ADS, so enjoy it!

Here Mad Match: Space, the first expansion of Mad Match stage in the space. Find the pairs of figures from more than 25 unique and colorful images. It sounds easy but it never is!

* +25 Unique space-themed figures
* 5 different ways to tackle the game
* Schemes always new and never repeated
* Audible and Visual Effects
* Beat your records and challenge your friends

Mad Match: Space is FREE!!!

NOTE: I am an independent developer and a video game fans like you! If you like this game, currency and leave comments. The support of each of you is crucial to improve and enhance the development of the game.
If you have suggestions or critics please contact me via email at and we can talk about them.

Follow development of the game on my personal Twitter account @SergioTosi88

Have fun with Mad Match: Space! - LINK TO GOOGLE PLAY

I have uploaded a new version.. Enjoy it! Feel free to share it ;) THANKS

NEWS v1.1
New time system during the game session
Corrections Tutorial and bug fixes
Added Google Play Game Service System:
* 10 Goals to unlock
* 5 Charts to compete with your friends and share scores!

Yeah, last week, things got a little crazy. Fortunately, it was work related and not game related. Unfortunately, this put a damper on what I wanted to get done with the game. However, full steam ahead! I have been doing a lot of work on getting the story line incorporated into the game. When I first began developing the game, I already had the story line figured out. However, I wanted to get the actual gameplay functioning first before actually putting it into the game. Now that the game is functioning, work on the cut scenes must begin! I hope to be posting sneak peaks of the cut scenes on Twitter and Google+ within the next couple of weeks. See you soon!

Follow us on Twitter: @wolfnetstudios

Follow us on Google+:

Cat Cave was my second self-published title, but it was actually a lot of first for me. It was my first endless runner. It was my first 2D game. It was the first time I formed a team to work on one of my ideas (I found an artist, a sound designer, and a second programmer). It was the first time I attempted a port to iOS. And the second release of Cat Cave was the first time I took promotion really seriously.



I've learned a lot from the games I have released so far, but I think the most valuable thing I have learned is you can never do too much work when it's something you care about. As a single cat mamma, I have no human children, and no husband (or wife) to take care of, so my games are really like my children - I look forward to leaving work in the evenings so I can go home and spend time with them. And I feel guilty any time I have a spare moment that I choose not to spend with them.


To some this may seem like an unhealthy obsession, but for me the things I make are the strongest justification for my existence.


In total, I estimate that I invested around 120 hours into the development of Cat Cave. I wish I had kept more thorough track, but I believe the breakdown went something like this:


First Release

 - Development - 30 hours

 - Project Management - 10 hours

 - Promotion - 10 hours

Second Release (Major Update)

 - iOS Port - 15 hours

 - Development - 15 hours

 - Project Management (including running beta test) - 10 hours

 - Promotion - 30 hours


I promoted Cat Cave on Twitter ( @moarKitties) and on the Subreddit 'Android Gaming' ( We also added a Facebook "share" button in the game for whenever you get a high score, but from what I can tell that feature was not much used. My next move, which is in-the-works, is to find reviewers/streamers to play Cat Cave. If anyone reading this posted is a streamer or reviewer please get in touch with me!


Another valuable lesson I learned is the importance of building hype. Don't release your game the day it is finished. And don't wait until it is finished to start talking about it. Talk about it all the time while you are making it. Pick a tentative release date far in the future. When you finish your game, get everything confirmed, and get it approved by all of the powers that be, THEN confirm your release date at least several days in advance. Then you must WAIT. Don't do anything to break the game. Don't do anything to put it in jeopardy on whatever platform you publish to. Don't let your anxious fans convince you to release it early. Just wait. And keep talking about it.


Speaking of which, here are the download links for Cat Cave, which is now available free on Google Play and iTunes!




Promo page:


Thanks for playing!

Welcome to the small and fun Kingdom of Dwarfs!

You will meet with Milla and Marty, who need your help. With Marty, you can fix the bench and fence in their small courtyard and plant flowers with Milla. After some hard work, you can treat Marty and cook him a delicious pizza. Help Milla with her make-up and then get her dressed so she can look her best! Don’t forget to take care of their cute pet snail that needs some attention and to be fed.

Now you can get this beautiful game in: Google Play,  iTunes  and Amazon

Enjoy this fun game «Sweet Little Dwarfs 2» and do not forget to leave us a review if you like it!

Thank you very mach! 

A look at some of the temp sun faction unit production icons for the production bar that will be used until the final polished ones are finished.

A look at some of the temp sun faction unit production icons for the production bar that will be used until the final polished ones are finished.


Following our recent chat and stream with the Average Giants we got invited to talk on the Sam and Skatch show on WASDradion.  They have posted the podcast now following the live show so those that missed our live talk can give a listen now!

Checkout our interview about DOTS RTS and Indiegogo campaign on WASDradio, starts at around 27:20

The indiegogo is now at 23% check out our interview then check out the funding campaign.




The Kickstarter andSteam Greenlight launches that I've planned for months for my adventure game Demetrios, will finally happen in a few days! 
Both pages will be online simultaneously onOctober 6th. (next tuesday!)

For that occasion, I've been preparing an updated demo of the game (v1.3). This takes account of all the feedback I've had so far!

- HTML5 version of the demo available!

You can now run the demo directly in your browser! See here on the site :

- New Bjorn and Sandra expressions!

Despite my game being a Point & Click, the Ace Attorney series had quite a big influence on it!
And this is why pretty much every character in the game will have several animated expressions!

For example, here are the current Bjorn expressions :

-Cookies are bigger and easier to find! 

Most people found that cookies were a very interesting concept. They're hidden on screens and you need to find them to get in-game hints. So it's kinda like an optional game in the game!

However, they were a bit TOO well hidden. So I have resized each of them about 1.5 to 2 times.

Also, there's a new cookie counter, which gives you how many cookies are left to find in each room! This should make the search more attractive :)

- English and French texts have been proofread

English isn't my native language, and Draclvr from the GameBoomers forum has been kind enough to proofread the game text. There should be way less mistakes now :)

Another adventure game fan also did the French text proofreading - even though I'm French, I still make some spelling mistakes :p

- Corrected windows interfaces to make them prettier

Some of them had been very quickly done for the first prototype, and I never changed them. Now it looks better and more professional!

- Corrected fonts for french and spanish characters

Accented language-specific characters would not display. I had to modify the TTF font manually to make them appear!
Finding good-looking copyleft fonts is very difficult, and fonts with support for every language is next to impossible! 
I didn't want to revert back to basic fonts like Arial or Verdana, so this was pretty much the only solution.

- Improved game performance

I've added a cache for dialogs and translations texts when changing room, so they're not loaded at every room switch. This makes for a much smoother experience! Now changing room is near-instant on modern computers!

- Improved hotspots view (prettier and texts don't overlap anymore) :

-Automatic framerate detection 

The game will run at 60FPS or 30FPS according to your computer abilities! This is detected during the game startup. 
Frameskip is managed manually in the game engine (all the variables related to speeds like timers are doubled at each step)

Try the new demo!

MAJOR UPDATE: Storm Isle Productions has confirmed matched funding from a game industry insider up of $50k if they can successfully reach their initial Kickstarter goal pushing them to $100,000 which will ensure that production can continue beyond the first release with features and content. However they will need the help of the old Netstorm and Kickstarter community to make the initial $50,000.


REMINDER: This Kickstarter begins Tuesday, June 23, 2015.


Storm Isle Productions Launches New Kickstarter Campaign


Following the success of being greenlit on Steam, my team at Storm Isle Productions is once again asking the faithful fans of Netstorm: Islands at War and fans of RTS games for help on our spiritual successor Disciples of the Storm.


After a year of regrouping and a solid focus on producing new content for DOTS, from unit models and new building designs, we are pleased to announce a re-launch on Kickstarter with the hopes that our new following from the Netstorm community and the greenlight on Steam will help push us forward to a successful Kickstarter.


During the Kickstarter, our developers will be releasing glimpses of new content that the team has been working on behind the scenes for the Kickstarter. Disciples of the Storm’s newly launched Kickstarter can be found


This Kickstarter will launch Tuesday, June 23rd, 2015.


What is Disciples of the Storm?

Disciples Of The Storm is a fast past RTS that sets players against each other in a bitter fight to the death in a kill or be killed fantasy world. Players will gain territory of shattered, floating islands as they seek to capture and slay the enemy tribe’s high priest while advancing their tribe toward their goal of total domination in an attempt to appease their god.


Construct temples along with attack and defense units from workshops, deploy a lattice of bridges linking the floating islands to gain more ground and resources forming the lifeblood of a player's expanding empire of islands.



Facebook, Company Page:

Facebook, Group Page:


Kickstarter Page:



About Us

Storm Isle Productions is an indie dev team from the East Coast with a solid group of talent. Talent such as the art directors from the original Netstorm: Islands at War, Morgan Ogburn and Beverly Garland (Beverly also worked on the Ultima series). They also brought in head coder, Nathan Fabian formerly from inXile Entertainment who worked on Torment: Tides of Numenera and a dedicated art team from Polywick Studios behind the animation and effect. NetStorm co-creator and founder of Kongregate, Jim Greer is also along for the ride.

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