Apr 13, 2026
Category: Development
Posted by: Roberta
A strong core mechanic is what separates memorable indie games from forgettable ones. This post explores why it matters and how to design one that carries your entire game.
Apr 6, 2026
Category: Tutorials
Posted by: Roberta
The best puzzle games don’t explain, they teach through interaction. This post breaks down how to design systems that guide players to understanding without relying on tutorials.
Mar 30, 2026
Category: Development
Posted by: Roberta
Most players don’t finish games, and many quit early. This post explores why players leave and what those moments reveal about your design.
Mar 23, 2026
Category: Development
Posted by: Roberta
Feature creep doesn’t just make your game bigger, it quietly reshapes your entire project. Here’s why “just one more feature” is more dangerous than it sounds.
Mar 16, 2026
Category: Development
Posted by: Roberta
Puzzle games may not dominate headlines, but they consistently succeed in the indie space. This post explores why their design efficiency, clarity, and depth make them a powerful choice for developers.
Mar 9, 2026
Category: Development
Posted by: Roberta
The most successful indie games aren’t the biggest—they’re the most focused. This post explores why clarity, scope control, and strong core loops consistently outperform sprawling ambition.
Mar 2, 2026
Category: Development
Posted by: Roberta
The most dangerous phase of game development isn’t the beginning, it’s the middle. This post breaks down why projects stall there and how to push through it.
Oct 22, 2025
Category: Events
Posted by: Roberta
A quick look at my first game jam experience and my submission, Static Souls.
Aug 3, 2025
Category: Portfolio
Posted by: Roberta
A retro-futuristic dungeon crawler meets a living maze. Dungeon Quest blends the hypnotic feel of classic screensavers with modern puzzle design and dungeon exploration.
Aug 2, 2025
Category: Development
Posted by: Roberta
It’s been a little quiet here. Not because development stopped, but because it didn’t. This post marks a reset and a commitment to building momentum through consistency.
Aug 2, 2025
Category: Tutorials
Posted by: Roberta
I found an Unreal Engine maze generation tutorial that would work fantastic for DungeonQuest. The only problem is it's a total train wreck for beginners to blueprint. It's called Random Maze Generator and you can find it at this site. It's taken me hours just to get to the end of page 5. And it's 14 pages long. Wow. I've decided to put together a beginners tutorial so someone new can follow along and get through this. When I'm done with the series, I'll post a link on the Unreal forum so anyone else searching can find help. The last posts on this were from 2014 and not much help. When done, I will delete this preview.
Aug 2, 2025
Category: Development
Posted by: Roberta
Whether you're a solo indie developer or part of a larger game studio, one tool remains essential for success: the Game Design Document (GDD). It can mean the difference between a chaotic project and a well-executed game.