A fair way to support a solo developer
Wishlists, bug reports, and patience are real support. So is paying for the game. A checklist that stays decent.
Wishlists, bug reports, and patience are real support. So is paying for the game. A checklist that stays decent.
Length is a design decision, not a measure of respect. How to tell a complete short game from a thin one.
Sharing one screen changes camera, difficulty, and who gets to be lost. What that design choice is really buying.
The number on a small game is a signal about length, scope, and risk. It is not a moral score of the people who made it.
Pixels are not a shortcut around design. They are a set of limits that can make a small game clearer, or simply muddy.
Small games cannot do everything. The interesting part is which fight they picked, and whether the result feels finished.
A small team's notes are a progress report and a promise. How to read them without filling in gaps they did not write.
Extra speed is optional and unstable clocks are not a badge. The mistakes that turn a tweak into a bad evening.
Both settings spend performance on what you see. They spend it on different parts of the picture, and one is usually the better cut.
The average frame rate hides the spikes. A frame time graph shows them, if you know what the line is saying.
A driver update should be boring. This checklist keeps a bad install from becoming a long evening of guessing.
A recorder, a browser, or a store client can spend the frame time you wanted for the game. What to check.