Posts Tagged 'Magicka'
Ludicrous Back-Stabbing Simulator Magicka Sells Well
In the past few months you may briefly have heard about a little game called Magicka, which, despite eliciting an overall average critical response, quickly became a fan favorite. Since its release in January, the quite sarcastic magic-themed action-RPG Magicka
Ludicrous Back-Stabbing Simulator Magicka Sells Well
In the past few months you may briefly have heard about a little game called Magicka, which, despite eliciting an overall average critical response, quickly became a fan favorite. Since its release in January, the quite sarcastic magic-themed action-RPG Magicka
The Golden Age of Trailers
The Dead Island Trailer has some company for best trailer released this year. Seriously, I don’t love Magicka. In fact, I don’t think I even liked it very much. And when a company can put together a trailer for an
The Golden Age of Trailers
The Dead Island Trailer has some company for best trailer released this year. Seriously, I don’t love Magicka. In fact, I don’t think I even liked it very much. And when a company can put together a trailer for an
Wizards in silent films: Magicka
You may recall me mentioning Magicka before as a veritable masters class in how to sell your independent game. Part one of How the Gold Master Was Delayed was a happy romp, but part two is even better, because it
Wizards in silent films: Magicka
You may recall me mentioning Magicka before as a veritable masters class in how to sell your independent game. Part one of How the Gold Master Was Delayed was a happy romp, but part two is even better, because it
How to sell your indie game
Like that. If your game is an indie, there’s probably a lot of people already raving about it. Most of Rock Paper Shotgun, for instance, loves Magicka. But how do you get us from concept, and even gameplay, to a
How to sell your indie game
Like that. If your game is an indie, there’s probably a lot of people already raving about it. Most of Rock Paper Shotgun, for instance, loves Magicka. But how do you get us from concept, and even gameplay, to a