Bytesize Adventures
Crafting bite-sized digital worlds

Open box of files representing a categoryGame Design

A review of 2011 and plans for 2012

This blog has been going for well over 2 years now. Its purpose is to chronicle my game development efforts and hopefully to share some insights with you. 2009 and…

An update on PPRPG

In keeping with the purpose of this blog, as both a way to publicise my games and a diary to record my development activities, I thought it was about time…

Rocket Santa Remix

When I released the Christmas update for Coffee Cellar I thought “I know what would be cool. A mug icon with Rocket Santa on the front”. That’s how these things…

My Next Game

In my last post I said that I would be sketching out ideas for my next game over a series of posts. This hasn’t happened and in addition to that…

Back in the game

Foreword: Today, I, like the rest of the world, woke up to the sad news that Steve Jobs had passed away. It always takes you by surprise when you feel…

Experiments with FREE

Trying to get visibility on the App store is a constant struggle. In most cases it requires ongoing effort to publicise your game, finding a way to get it in…

Thoughts on game difficulty

I’m currently working on the first free update for Astro Noughts. As such, the majority of my posts are likely to stem from issues/findings relating to that. This brings me…

Astro Noughts Postmortem

For my iDevBlogADay article this week, I’ve written a postmortem of my latest game Astro Noughts. I’m using the traditional format of 5 things that went right and 5 things…

Dynamic hint system

Tutorial systems are a part of game design that can’t be avoided. You’ve developed the game so you know it inside and out – its the most intuitive gameplay in…

Digital Legacy

So I’ve been thinking recently about legacy. You know, that thing we all supposedly strive for. Creating something that has an impact on those around us long after we leave…