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ThursDev: Explore, Achieve, Expand - What modern open world games can learn from Final Fantasy

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8Making a successful mobile game in two weeks | Indie devlog

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1ThursDev: Making Level 0 NPCs: Remote Let's Playing for fun and (very little) profit

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2ThursDev: Game Balance Part 6 - Character balance and the "Holy Trinity" of Tank, DPS & Support

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3ThursDev: Make Your Game Part 11 - What's Next? Moving on to your next project

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4ThursDev: Game Balance Part 3 - Chasing the Meta

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5ThursDev: Make Your Game Part 9 - Know when your game's finished, even if you aren't

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6ThursDev: Make Your Game Part 2 - Preparing a practical & powerful project pitch document

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7ThursDev: Quality Assured? - How games get shipped with bugs

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9ThursDev: Make Your Game Part 1 - Defining your game's what, who, when, where, how and why

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10ThursDev: Make Your Game Part 5 - Pre-Alpha - The prototype, the vertical slice and the MVP

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11ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business

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12ThursDev: Game Balance Part 1 - What is game balance & why is it important?

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13ThursDev: Make Your Game Part 8 - Social Media & Getting your game noticed (on a budget)

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14ThursDev: Your players don't care about you, and you have to come to terms with that.

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15ThursDev: Make Your Game Part 6 - Agile Game development, scrumming for success

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16ThursDev: Game Balance Part 2 - The Sid Meier Method (Double it or cut it by half)

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18ThursDev: Make Your Game Part 7 - Marketing - Let's be realistic about our game's sales prospects

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19ThursDev: Game Balance Part 5 - Macrobalancing the economy of MonstroCity: Build & Destroy

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