Niklas Borglund (@niklasborglund) header
Niklas Borglund (@niklasborglund) profile picture

CTO & Co-founder @lavapotion (Songs of Conquest & Wielders of the Essence). Creator of @niklasnotes.

Gothenburg, Sweden
Joined July 2009
Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)Photo by Niklas Borglund (@niklasborglund)
Niklas Borglund retweeted
Want a Wielders of the Essence Steam key? Repost this and reply with why you’d like to try our frog-filled survivor game for a chance to win one. No swamp experience required. The game releases on november 5th! 🐸
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What is the best way to use a Hermes instance hosted on a home computer on my phone? Tailscale and web interface? I've been using chat with telegram so far, but I'm starting to realize there are better ways
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Working on a better lists-experience on Niklas Notes. Coming along nicely with tags, bookmarks and better search support - all while containing the data support. Avid user of Letterboxd for films and I like their list support. So I've been taking a lot of inspiration from that whilst keeping my data oriented approach to them.
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We created a system for it in Songs of Conquest, so it's easier now. But I would say it's keeping and remember to develop every component you launched with for every new little feature. So if we want to add like a new menu in the game, we have to: * Translate it into 14 languages * Make sure it works on desktop, gamepad, consoles and now mobile (which often means to create a new custom menu) * Check that it doesn't work differently in singleplayer or various multiplayer modes (pvp, co-op, hotseat) And then we need to somewhat time the launches for online crossplay. Requires a few spreadsheets to organize it all 😅
Question for fellow indie developers: What’s the most painful part of maintaining an app after launch? Bug fixes? App Store policies? Customer support? Subscriptions? Marketing? For me, the interesting problems usually involve several at once. #buildinpublic #indiedev
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First Monkey Island game I played as a kid. Probably my favorite of them to this day. I backtracked and played all the other ones too after finishing this. Absolute masterpiece!
The Curse of Monkey Island released on Halloween in 1997. Honestly, no other date would have been right. Are you replaying tonight?
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Read all about it! 🙂
Just one week until we launch our new game, Wielders of the Essence! Curious about pricing? Translations? What is going through our nerdy minds? Good, there is a Steampost about it. Link in threads.
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Love seeing before/after screens like this
Here’s the before/after comp
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Milestone reached! 🎉
800,000 copies of Songs of Conquest sold on Steam alone! So naturally, the game is now 80% off in some sort of midweek madness deal!
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Trying out grokbot now. It's an incredibly smooth user experience so far. Very easy to spin up a team of assistants in the app and give it just enough access to stuff
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These are the 7 games that reached over 5k CCU during Next Fest. All tracked with my tracker! 🙃 I just launched a bunch of updates. New Filters: * Min CCU Peak * How far until game launch * Demo Release Date UI/UX changes + new tag sidebar Link: niklasnotes.com/festivals/ne…
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BioWare shutting down is sad and the end of an era. But this just seems like a bad idea
The leader of one of Canada's top opposition parties, wants the Canadian government to save Mass Effect developer BioWare. bit.ly/4ijc1Ok
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If your baseline consciousness is caffeinated, then sure. (i.e. If you're a coffee addict - like me 🙃) It's not a black & white issue. Highly recommend "Caffeine: How Coffee and Tea Created the Modern World" by @michaelpollan
I've been off caffeine (including dark chocolate) for over 2 months and this is 100% true
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Just launched these features to my Steam Next Fest Tracker: niklasnotes.com/festivals/ne… * Added a sentiment analysis excerpt under title * Filter on supported languages (once backend catches up) * Sort on review language count. Plus some more changes on the rest of the main site!
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Niklas Borglund retweeted
Make games that are a kaleidoscope of personality polished into a product. Gimmick games are dead.
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Niklas Borglund retweeted
Something's marching through the swamp.
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Niklas Borglund retweeted
Things game developers do...
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Sad news. So many amazing games from BioWare that gave me such powerful experiences during the years. I did not see this one coming :( Wishing everyone affected by the layoffs the best. It's a tough market, but I hope you'll find new positions soon.
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Lets analyze the crap out of Steam Next Fest! Lots of talk about 8k, and people wanting to restrict stuff and whatnot. Lets just look at all of them. It's not that many with just a tiny CCU or follower filter. A work in progress: niklasnotes.com/festivals/ne…
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I think they will do the new type of easy work. The perception of what's easy and what's difficult is changing. Same with what a junior should know vs a senior. The overlap period is the tricky part. But best way to mitigate is probably just to try and build cool stuff.
The junior developer problem is bigger than people admit. If AI does the easy work, where exactly are beginners supposed to get experience?
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It's only dead if you work on games that can be copied easily. Needle in a Haystack. Punch wall sim. You name it. These are all things that you can have a full prototype/game in a day. You need to increase the scope!
Building in public is dead. An indie dev shared an early preview of his game where you punch walls incrementally to escape. It hit 4.7M views. Within 25 hours, a copy was already live on Roblox. His Steam page isn't even up yet, and the clone will probably outearn him.
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