
Most game developers know that sharing an early prototype of their Next Big Thing™ with friends and fellow devs is usually a good move. It’s a great way to iron out bugs, gather ideas and start moving in the right direction. It’s also incredibly encouraging to receive positive feedback early on — as long as your audience doesn’t consist of the sort of people who foam at the mouth and start gnawing at every half-arsed pixel push you make.

We all know that good old stereotype: the one which dictates that all computer-bound people are highly introverted and extremely antisocial individuals who wouldn’t know how to start a conversation even if they were slapped in the face with their grandmother’s knickers.



The way I see it, modern indie development is imbalanced. Not in the way that a foul-tempered DotA player would scream 
Hello there, dear reader. Welcome to the super-duper guide to art games. You’ve made a good choice in bringing your eyes to these pages, we promise. Settle down, pull up your favourite comfy chair and make sure that your eyes are at a respectable distance from the computer screen. Ready? Let’s go. We’ll start with an itty bitty analysis of the following deep and meaningful sentence to kick off a deep and meaningful article:

