Making Games on a Shoestring Budget!
Hello World! I’m Kayne Ruse, an independent game developer, making both video and tabletop games of all kinds.
I’ve been making games for 20 years, and was born with a controller in my hand. I’ve got a lot of practical skills and hands-on experience with my own projects, and I’m always looking for new ways to improve and expand those skills.
One of my biggest claims to fame is releasing a game on the Nintendo Switch - Candy Raid: The Factory.
Another would be spending four and a half years on a microservice driven web game, and actually completing it - Egg Trainer. After completing it, Egg Trainer’s IP and assets were sold to a good friend, and I’m ready to move on to the next stage of my life.
My ultimate goal in life is to lead my own gamedev team on self-sustaining projects - that is, our success and sales can support us well enough to carry us between releases.
If you want to contact me, you can do so at krgamestudios@gmail.com
I’ve been making games since I was a kid - it’s been over 20 years since I first picked up GameMaker 6.1, and found my calling in life. In that time, I’ve fought and struggled, had some small successes and big failures. I’ve crawled through hell on my belly and came out the other end different, though not necessarily in a bad way.
I have a better understanding of myself, but one thing I always believed is that I wanted to make my own games, maybe even run my own studio. For the last two months, I’ve been contributing to a game that has made me reconsider this entirely.
Let me tell you about my experiences with The Mana World.
Sometimes, you can be having a great day, then see something that isn’t necessarily “bad”, but is so fundamentally wrong that it leaves you with a kind of indescribable void. Perhaps it’s the same feeling you get when you see an eldritch monstrosity of Lovecraft’s writings, or you see a passerby without a face, or when you find where all those missing socks from the washing machine went.
I need to write this down.
The early 2000s internet was vastly different to today - not just in terms of content and culture, but the very technology it ran on was much simpler, with a higher barrier to entry for anyone wanting to develop software for it. Websites would often render differently depending on the browser you were using, or not at all. Thankfully, over time these differences have been smoothed out, web standards (despite being a hodgepodge of disparate precursors) became widely adopted across all major browsers, and those browsers were themselves adapted to and adopted by many hardware platforms.
And so, despite the shaky foundations, web standards became a kind of lingua franca for today’s technology landscape - if you want your games to be as widely playable as possible, building them with web technologies is your best bet.
Enter, the browser game.