Professional Documents
Culture Documents
Game Development
Toolbox
Everything you need to start creating and publishing your own games
By Brice Morrison
www.TheGameProdigy.com
Hello future game developer! Playing games is a lot o! !un" but ma#ing games is even better$ %uc#y !or you and me" today we live in a golden age o! indie game development where anyone with a computer and internet connection can dream up a game" build it" and share it with millions o! potential players. &ll it ta#es is passion" a little bit o! hard wor#" and #nowing where to !ind the right tools and resources. That's where this Complete Game Development Toolbox comes in. (hat you are reading right now is a complete guide to getting where you need to go in game development" !rom pro)ect planning and setting goals" !inding so!tware and resources" all the way through to publishing your game !or millions to see. * )ust #now that you have hundreds o! great game ideas bouncing around in your head + now it's time to trans!orm those ideas into code and pixels and share them with the world$ (hether you are )ust getting starting ma#ing your own games or you are a seasoned veteran with numerous releases under your belt" this guide has been written to be use!ul to you and help you !ind tools and tric#s you never #new about. *! you want to ma#e games to bee! up your port!olio or resume" to grow your s#ills" or even ma#e some money" it's all here. ,o i! you're one o! the !ew who has what it ta#es to be a great game ma#er" then get ready- you're only a !ew minutes away !rom becoming a !ull.!ledged game developer$ Play hard" Brice Morrison Game Designer" Editor o! TheGameProdigy.com
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,ection *- Plan %i#e a Pro34 o 5our Compass- (hat &re your Goals6 o 5our 7oadmap- Ma#e a Plan o! &ttac# o The 8irtue o! Being 9umble o The : Di!!erence Between &mateurs and Pros
*ndie Game ,potlight- ,#y Garden3; ,ection **- Dreaming *n Code3 < o Getting started with Programming
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Music in Games
*ndie Game ,potlight- Minecra!t3/? ,ection 8- Give The People (hat They (ant3/4
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*ndie Game ,potlight- (i@orb3/A ,ection 8*- 5our Bright 1uture3/; o Ma#ing 2ew Games o Build a Team o Careers in Games
*'ve seen all o! these things happen to student developers be!ore" and it's not a pretty sight. Ma#ing games" even small indie games" is harder wor# than you would thin#. & !irm commitment to a goal can help you and your !ellow students persevere. There are a number o! di!!erent goals when wor#ing on a student or independent game pro)ect. &ll o! them are valid" but it depends on what conseDuences you and your team are a!ter. 9ere are some o! the more popular goals !or ma#ing a student game-
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2ow there's nothing wrong with en)oying yoursel! when you're ma#ing a game. 9owever" i! this ill.de!ined goal is the only thing that's #eeping you going when wor#ing on a student pro)ect" then * can almost guarantee you that sometime soon you and your teammates are going to get tired o! the game" burn out" and Duit. ,ince the game is only !ueled by how much !un you !eel li#e you're having" when a moment comes by and you aren't having !un" then game development stops. &nd in order to !inish games" there are some parts that aren't that !un Eli#e !ixing bugsF. ,o )ust be prepared !or that.
Those are the main !our categories. 9ere are some other examples o! goals that !it into those categories. The more speci!ic" the better 0ne o! my goals !or this pro)ect is to learn how to use 1lash &ctionscript 0ne o! my goals !or this pro)ect is to learn how to ma#e a !ull game in ? months 0ne o! my goals !or this pro)ect is to ma#e a game using physics 0ne o! my goals !or this pro)ect is to ma#e a side.scrolling game" since *'ve never done that be!ore 0ne o! my goals !or this pro)ect is to get better at character animation 0ne o! my goals !or this pro)ect is to learn how to use &dobe *llustrator 0ne o! my goals !or this pro)ect is to have my game covered on a blog
The important thing !or now is to be obsessively aware o! what the goal o! your pro)ect is" because all important decisions will be measured against that goal. ,o !rom here on out" ma#e a promise to yoursel! to be very clear about what the goal o! your student pro)ect is" whether it be having !un" ma#ing money" developing your s#ills" getting you into the industry" or something else.
*! you answer these two Duestions" then you are acting li#e a Pro Game Developer and have a much better chance o! ma#ing something great$ The thing that we are trying to prevent against is wor#ing on a pro)ect that drags on and on !orever. * personally li#e to #eep trac# o! how many hours *'ve spent on a pro)ect each wee# so that * #now * am stic#ing with my goal Ewhich may be as little as > hoursLwee#F. Muestion /" when do you expect to !inish this pro)ect" is almost certain to be wrong. 1or whatever reason" people notoriously under.estimate how long a game pro)ect will ta#e them when they start out. But that's !ine" because this is meant to be a !eedbac# loop to help you become more accurate. *! you estimate your !irst pro)ect will ta#e you ? months at > hoursLwee#" and it actually ta#es you > months at > hoursLwee#" then you'll be more accurate next time EG(ell" now * #now that it ta#es at least a month to !ix bugs at the endHF. Each game you ma#e" you'll get better and better at estimating.
The !inal part is ma#ing milestones. These are when you've reached a huge point in the development o! the game" and having a milestone to wor# towards helps #eep you !ocused. Each successive milestone should be signi!icant and move you towards the completed game step by step. 1or example" a good !irst milestone is having a playable !irst level. Crappy artwor# or no artwor#" no sounds or music" )ust a level you can play through. Driving towards this milestone ma#es sure that you !ocus on the right tas#s at the right time + get the gameplay wor#ing and don't distract yoursel! with artwor# or sounds. 9ere are some example milestones !or a /D game to help you !ocus on what's essential. 7ead this over" and then ma#e some milestones !or your own pro)ect. Each milestone should have a date you are shooting !or to be done. A Mario-Style Platformer Game, my Milestones might be: . /. ?. 4. >. K. N. Ma#e the !irst level playable Eno artwor#LsoundsF + ? wee#s &dd in artwor# and e!!ects to !irst level + > wee#s Complete the !irst world" including a boss level + ; wee#s &dd power ups and special abilities + 1inish all levels + > wee#s 1inali@e artwor# and add music and sounds + A wee#s Polish and !ix all buts + /< wee#s wee#s
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& /D pu@@le game such as Tetris or Be)ewled & /D action game such as classic ,uper Mario & ?D action game such as Call o! Duty &n MM0 li#e (orld o! (arcra!t
9ere are some other guidelines to understand how di!!icult di!!erent game genres are ?D is much more di!!icult than /D 7eal.time is much more di!!icult than turn.based or stopLstart *mages are much more di!!icult than text 0nline is much more di!!icult than o!!line
,o the ta#eaway here is to be humble. (hen you are deciding your next game pro)ect" don't try to do some giant pro)ect that would ta#e a << person team > years to build. Ma#e something small" smaller than you thin# it needs to be. 5ou'll li#ely be surprised how long it ta#es you. That said" don't stop dreaming big$ *! you have an idea !or a game you want to ma#e one day" then write it down. * #eep a list o! ideas that * want to ma#e one day" and every time * !inish a pro)ect * loo# over the list and pic# something else that !eels li#e a reasonable challenge !or me. &s they say" GThe )ourney o! a thousand miles begins with a single step.H
,o learn to be persistent and not Duit on your game. (hen things get tough and they aren't all rosy and !un anymore" #eep going" #eep pushing" #eep developing. Eventually you'll get those bugs !inished and release your game and it will !eel so good$
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1irst" you'll want to try ma#ing a game with a simpli!ied game program. This will help you get your !eet wet with some simple programming that o!!ers a lot o! help and hand holding along the way. Ma#ing a !ew games this way is a per!ect method to use to get started. *nevitably though" the simpler game programs won't be able to do something in your game that you would li#e to do. Maybe you want to publish your games on a 1lash website or have more control over the #inds o! animations you can do. Maybe you want to have auto.generated levels or go ?D. These are all things that are obviously possible in games but may not be easily done in a simpli!ied program. &t this point it's best to pic# a scripting language or game engine and start !rom there. Game engines and scripting languages are great !or ma#ing more advanced games that you want to build without having to worry about a lot o! deeper programming challenges. 1inally" i! you want to really become a hac#er and on your way to being a pro!essional game engineer one day" you'll want to move to a core programming language" where you'll learn all about data structures" memory management" algorithms" and more to create any technology you can thin# o!. ,o to begin" let's loo# at some o! the best simpli!ied game programs out there$ Pic# your !avorites and start exploring$
Game ma#er is a !avorite o! a lot o! independent developers out there. (ith an easy to understand inter!ace and power!ul scripting" you can have a game up and running literally in minutes. *t will get you started in /D games and has a !airly strong scripting language to get you !amiliar with programming. But honestly" you could go a long way in Game Ma#er be!ore running into limitations. 9ere is a great video put together that shows o!! what's possible with Game Ma#er- << Game Ma#er Games in < Minutes
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Multimedia 1usion is a competitor to Game Ma#er and has many similarities. *t is optimi@ed !or ma#ing /D games and !eatures a similar drag and drop inter!ace. %i#e the Game Ma#er video" here is a video that shows o!! what's possible with Multimedia 1usion- >< Multimedia 1usion Games in < Minutes
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1lash and its associated &ction,cript ? are the de !acto game ma#ing technology !or the web. (hether it's games on Bongregate and 2ewgrounds to the thousands o! games on 1aceboo#" almost all o! them are made in 1lash. The o!!icial 1lash so!tware !rom &dobe is very high Duality and allows you to do all sorts o! things" such as create movies with a timeline" ma#e animations as well as doing heavy scripting. *! you'd li#e to be ma#ing games in !lash" be sure to ta#e advantage o! the lin#s above !or the student discount + you'll save a ton o! money.
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Price- 1ree Demo" P "><< !or Pro 8ersion %in#- http-LLunity?d.com http-LLunity?d.comLgalleryLmade.with.unityLgame.list =nity is !ast becoming the gold standard o! game engines !or all sorts o! plat!orms. *t's built ground up with games in mind" with power!ul scripting" ?D modeling" and more. 0ne o! the best parts o! unity is that you can build your game !or many di!!erent plat!orms" !rom web to i0," &ndroid to PC and console games. *t's really ta#en o!! as the easiest way to ma#e mobile and tablet games. (hile the !ull pro!essional version is a bit steep !or students" it is a great tool to download !or !ree and learn to use.
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The =nreal Engine was used to create some o! the most cutting edge visuals ever seen in the history o! the games industry" and not it's available to you. 2ot !or the licensing cost o! millions o! dollars" but !or !ree. 1ree$ Be sure to chec# it out + it has ama@ing lighting capabilities" rendering e!!ects" modeling" and more.
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*! you want to ma#e games !or the Qbox" then Q2& Game ,tudio is the way to go. Microso!t has made this tool available !or !ree to students in order to get more people ma#ing games !or their plat!orm. *! your !avorite memory o! playing games was on a console" then this might be the place !or you to start$
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Java seems to run on everything + in !act be!ore smartphones became the norm" cell phone games were written in Java. This language is slightly more high level than CSS because it has its own garbage college and virtual machine" but is still power!ul enough !or Minecra!t to be written in it. Eclipse is a great Eand !ree$F program !or getting going in Java.
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CSS has been around !or decades and is still one o! the top programming languages to learn. *t o!!ers more detailed memory management than Java which ma#es it better !or some applications. 5ou can !ind a !ree copy o! visual studio to get started.
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GameDev.net has been around !or years and is still one o! the top resources online !or engineers who are interested in ma#ing games. (ith daily or wee#ly articles" many resources and a vibrant online community" GameDev.net is somewhere that you should get !amiliar with i! you are interested in programming at any level.
5our re!erence art will set the stage !or the mood and atmosphere o! the whole game. Plus" it's a lot o! !un$
There are !our main parts !or ma#ing game art- Bac#ground art" character art" user inter!ace" and e!!ects. (e'll brea# down each o! them.
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This is what your game's world and levels will loo# li#e. The ground" the trees" the s#y" and so on. 0r i! you are doing a type o! board game or pu@@le game" this is the board that sits behind the pieces. Typically bac#ground art doesn't move" so it needs to loo# !airly interesting with !ew animations. &gain" pull !rom your re!erence art and loo# at how di!!erence scenes are made. Then try and recreate the scenes in your game. ,ome games will have a single picture that you draw as the bac#ground art" whereas other games will slice it up and build levels out o! tiles. *! you are doing a tile based bac#ground system" then it's important to ma#e sure that the tiles !it well together. ¬her tric# that you should employ is to use color to draw the player's eye to what is important. ,ince you typically want the players !ocusing on the characters !ighting on screen or the bloc#s moving around" then the bac#ground should be a little less muted than these other aspects that are moving around. =se dar#er or more grey colors and ma#e the character colors brighter and more saturated. This will help the game to !eel more in balance and no cluttered visually.
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Characters are the heart o! a game" the point where the player's eye is going to be !ocus on !or the duration o! their play. (hether you are ma#ing a !antasy game with mages and #nights" or a Tetris type game with bloc#s Ewho *'d consider the GCharactersH o! TetrisF" then you want to ma#e sure they pop more than your bac#ground. 1eel !ree to pull out all the stops to ma#e your character loo# )aw.dropping. Many students aren't sure how to do animations !or their characters + they can draw a picture o! their character standing" and a picture o! them swinging a sword" but when they put it in the game it seems very choppy and unrealistic. To !ix this" animators use a techniDue called GtweeningH" which is where they loo# at two !rames o! an image" the !irst and last" and then they attempt to draw another one that is in the middle o! those. Then they repeat the process. (hen you put it all together" this will help ma#e the animations loo# much smoother.
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=ser inter!ace Etypically called G=*HF is what the player will use !or their menus" buttons" and !or the 9eads.=p. Display EG9=DHF" the in!ormation that is always on the screen to show the player what the need to #now. There are many di!!erent ways to style your menus and buttons" you )ust need to ma#e sure you are consistent with the rest o! your game. *! your game's bac#ground and character art has a nice" so!t" painterly !eel" then you won't want your menu's to be all hard ?D steel.loo#ing with sharp corners and edges. The best titles try to match their style.
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E!!ects are what ma#e the game pop and si@@le. (hen you get a level up" then you'll want to have !irewor#s go o!!. (hen you shoot a lightning bolt at an enemy" then you'll want to have little !lash particles !all o!! o! him. (hen your character runs o!!" you'll want to have a little bit o! dust #ic# up at his shoes as he ta#es o!!. ;
E!!ects are the little touches o! love" the little animations that really ta#e a game !rom good to great. *nexperienced game ma#ers )ust ma#e the characters and the bac#ground and =* and call it done" but pros #now that this is )ust the beginning. Putting lots o! subtle e!!ects around the game" a splash here" a ray o! sun there" are what ma#es the game !eel li#e it was Gmade with loveH. 0ne note- don't go overboard on the e!!ects. & good e!!ect is subtle" you barely notice it" but you are thin#ing to yoursel! the whole time" G(ow this game loo#s great$H. E!!ects shouldn't steal the show !rom the characters" instead they should )ust act as accents.
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,priter is a great program !or retro game ma#ers. *t ma#es it easy to create animations in an appealing /D game style. &nd best o! all" it's !ree$
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*llustrator allows you to ma#e vector graphics" which are #ey in web games and !lash. *! you are going in that direction then illustrator is highly recommended i! you can a!!ord it.
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Photoshop is where the phrased GphotoshoppedH came !rom" which implies it's the industry standard !or photo editing. Depending on the type o! game you are ma#ing" this may or may not be use!ul to you- i! you are doing a game with lots o! detailed art and textures" Photoshop will help. But i! you are ma#ing a !lash or pixel game" probably not so much.
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Maya is the industry standard !or ?D modeling and animation i! you are doing ?D games. Experience with this program is a de!inite plus on any resumes you might be ma#ing later on i! you're interested in a games industry )ob.
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*! you can't a!!ord Maya" then Blender is a great open source program !or ?D modeling you should consider chec#ing out. *'ve used it in one o! my game pro)ects as a student and it wor#ed great.
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0pen Game &rt is a great collection o! royalty !ree game art !or indie gamers to use in their titles. 1rom tilesets to characters and units" boards and textures" it has everything. Be sure to obey the attribution and non.commercial licenses.
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Da 1ont is a great site to !ind lots o! !ree to use !onts !or your game. (hen you are building your menu's and your =*" try to !ind a !ont that !its the !eel o! your game.
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This is a great !ree !lash program that can help you !ind color matches !or your games. Particularly important when you are trying to decide on the loo# and !eel !or your title.
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*n my own games * pre!er the !irst two since they don't cost any money. There is so much great !ree and non. commercial stu!! !or personal game pro)ects out there that * have yet to !ind need !or paid sounds. Below we'll cover all three options. 9appy mixing$
5ou want to ma#e sure you give these talented music artists your than#s by !ollowing the rules they set" so to ma#e sure you are complying" )ust put a lin# to the site and the name o! the artist somewhere in your game. Typically this can go in a big list in a GCreditsH section o! your title.
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*! you want to ma#e your own music" then there are a !ew common programs that allow !or easy mixing o! di!!erent sound loops. Garage Band is the de!ault mixing program that comes on &pple's Mac computers" and it's !airly robust" more than enough !or putting together some great tunes !or your titles. *t also comes *! you don't have a Mac however" and you still want to mix your own music" then you'll have to !ind some other options" such as3
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&cid is a program that lets you create and edit your own music. <hough paid" the program is a great resource !or music ma#ers loo#ing to get their hands dirty and start mixing their own trac#s. *t comes with a massive library o! music loops that you can mix and match to create songs !or your game title" whether it's title music" a melody to accompany an enchanted !orest" or a Duic# victory diddy.
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Price- 1ree %in#- http-LLwww.b!xr.netL This is a really !un" maybe even G!unnyH sound program that you can use to create your own e!!ects. 5ou can mix and match di!!erent synthesi@ed sounds to ma#e a lot o! classic e!!ects that you need in games" such as )ump" dieLta#e damage" power up" and grabbing coins. 5ou can even clic# buttons to have them be randomly generated" which * thin# is pretty cool. 5ou can mix and match and then export the sounds.
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*t's interesting that our concepts o! what something li#e Gpic#ing up a coin in a gameH should sound li#e are so well de!ined that someone could create a computer to ma#e the sounds.
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Price- 1ree %in#- http-LLaudacity.source!orge.netL &udacity is open source so!tware that is per!ect !or mixing and editing sounds. *t allows you to open sound !iles and edit them" such as cutting or shrin#ing" changing pitch" or adding e!!ects such as echo. =sed in con)unction with ,ample ,wap" &udacity is per!ect !or helping you get to the per!ect sound e!!ects !or your game. 5ou can download an audio !ile !rom sample swap and then twea# it to get it )ust right. %ove that sound o! !alling roc#s you !ound" but it )ust goes on too long6 Pop it into &udacity and cut it down to your heart's content. 2ote that !or some legal reason" the mp? license does not come with the core &udacity pac#age. ,o i! you want to edit or ma#e mp?'s !rom audacity" you'll need to search around a bit to !ind the license to download and install.
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2ow that you #now where to go and how to do it" how does one go about deciding what sounds and music are right !or their game6 &t some point in your game development process" you'll want to start thin#ing about sound and music" and my suggestion to answer this Duestion is to thin# about how you want your game to !eel. Do you want it to be relaxing6 Terri!ying6 ,ound li#e the spring bree@e on a cool day6 ,ound li#e an old A<'s A.bit cartridge title6 Pic#ing the !eeling that you are trying to evo#e is the !irst step in getting your sounds and music together. 0nce you do that" then there are a plethora o! resources available to you to help you !ind or create your own sounds and music to put into your game. 0verall you should strive to be consistent. *! the !eeling that you want is a peace!ul calm bree@e" then your sound e!!ects should be peace!ul" such as a slight wind" birds chirping" so!t piano or harp. *! you want your game to !eel tense and action pac#ed" then go with some grunge metal" lots o! drums" sounds o! crowds or punches with high impact. Ma#ing a consistent experience and having all the sounds !eel li#e they match each other goes a long way to ma#ing the world o! a game come to li!e. ,o listen closely" because your players will be$
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*! you are ma#ing a 1lash game" here are some great sites to ma#e sure you sign up !or-
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Qbox %ive *ndie games is where many students and starting indie developers put their games. Microso!t has done a great )ob o! courting independent game developers by setting up a mar#etplace to release indie games on. Everyone !rom students to enthusiasts can easily submit their games and immediately have them up to be played in the Qbox %ive *ndie games section. (ho doesn't dream o! playing games on their home console T8 li#e the games they grew up with6 Chec# out this 1&M i! you have Duestions on submitting.
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0uya will soon be another avenue !or players to release their indie games on. &s a console designed speci!ically !or indie games" it's li#ely to be a really !un experience. Be sure to chec# it out$
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&pple's &pp ,tore is another home !or many indies. ,mall indie groups li#e 2imbleBit" ma#ers o! Tiny Tower and 2imble Muest" have had lots o! success here. (hile there is very limited shel! space !rom the Top Charts" this is the place you'll go i! you develop a game !or iDevices.
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*ndieGames.com is owned by the same people who host the *ndependent Games 1estival each year. That being said" it's a great source o! coverage o! the independent games scene with updates daily. ?<
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Jay*sGames has been around !or a looooong time covering Gcasual gamesH !or years. 2ow that independent gaming has blown up" it covers all #inds o! 1lash and casual titles with well.written reviews. *! you ma#e a popular !lash or a nice downloadable casual game" expect it to show up here$
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