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David Maletz
42 followers -
Too many game ideas... too little time!
Too many game ideas... too little time!

42 followers
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From Prototype to Kickstarter
Remember that Untitled prototype I talked about in my last blog post? It started as a simple idea, a cross between A Dark Room and Starbound , where you'd start out knowing very little and doing simple tasks like collecting wood, and slowly work your way up...
From Prototype to Kickstarter
From Prototype to Kickstarter
david.fancyfishgames.com
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Prototypes, Card Games and the Future
With </reality> released and no new games announced yet, you might be wondering what's next for Fancy Fish Games? That's a question I've been wondering myself, and have decided to take my time considering ideas and making prototypes before jumping into the ...
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TransFuse Post Mortem
This is the story of TransFuse, a game made in 48 hours for the Butterscotch ShenaniJam . The Idea At the start of the Jam, I rolled the theme: "Electric Leech." At first, we were at a loss about what to do - as while the theme brought a vivid picture to mi...
TransFuse Post Mortem
TransFuse Post Mortem
david.fancyfishgames.com
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A Year In Review 2016
I haven't been very active on my blog, but I wanted to at least keep up with the year in review posts, where I look back on what happened in the past year and discuss my thoughts/plans for the future. The previous end of year reviews are here: 2015 2014 201...
A Year In Review 2016
A Year In Review 2016
david.fancyfishgames.com
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Procedurally Assisted Generation
Ever since my early experiments with Deity Quest , I've done a lot of work and research on procedural generation and am quite proud of the results in I Can't Escape: Darkness , which is able to generate a different layout that is still solvable every time y...
Procedurally Assisted Generation
Procedurally Assisted Generation
david.fancyfishgames.com
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Tip: Don't be afraid to cut features!
We're all familiar with feature bloat. You think of a great new idea that just has to be added. Or after receiving feedback, you come up with an over-complicated way to resolve issues mentioned. The fact of the matter is, games tend to get bigger over time....
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Between Success and Failure - I Can't Escape: Darkness
Today, I logged into Steam and noticed that sales for my latest game, I Can't Escape: Darkness , reached 666. A very auspicious number for a horror game, and it made me laugh. However, it also made me remember what my original goals for the game were, and h...
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After the Darkness
It's been a while since my last blog post, and that's because I've been pushing myself hard. After the release of our first commercial game, Deity Quest , in 2014, we've been moving full steam ahead releasing our next two commercial projects, ADventure Lib ...
After the Darkness
After the Darkness
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A Year In Review - 2014
It's tough to believe it's already 2015! It's been a crazy year, with good times, tough times, and as always new projects. I went from overly optimistic at the end of 2013 , to feeling like a complete failure in the middle of last year , and now I don't kno...
A Year In Review - 2014
A Year In Review - 2014
david.fancyfishgames.com
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Unit Tests - A Cautionary Tale
I'll start by saying I'm not a big fan of unit tests. I've been forced to write them before, and I always find them tedious and seldom useful. However, there are cases where unit tests are useful and can save a lot of time, headache and debugging. So even i...
Unit Tests - A Cautionary Tale
Unit Tests - A Cautionary Tale
david.fancyfishgames.com
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