Posts

027: Game dev Podcast Hiatus, New Game Building Focus & Time Management Dilemmas.

Episode 027 - Podcast Hiatus

After our Academy Anniversary month of July, we took some time for a lot of soul searching about what is next on the agenda for us as a Indie Game Studio and the company in general. The fact is, it has been way too many months since the production of our last game, and this has long been an itch that badly needs scratching! We love doing the podcast and it’s been a lot of fun, but it has surprised us at just how long a process it is.

We’ve come to the difficult decision to take a short hiatus on the podcast, to enable us to free up some pure focus time to head off and start a new game and concentrate on providing the best advice and service to all Academy Members.

We’ll be back to share all our highs and lows on our game dev antics, along with the problems we face and how we solved them ( or not )!

Until then, be sure to follow us on our social media accounts Facebook, Instagram and Twitter.

If you want to join us inside for our regular weekly live video calls, in-depth training and workshops, personalised game consultations, game developer community and a whole ton more, simply head on over the Academy for all the details.

Bye for now and we’ll speak to you very soon indeed.

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

026: Hyper Casual Games – Retention, Mobile Publishers and the Domination of Hyper Casual Mobile Games.

Hyper Casual Games & Retention

It’s certainly official, Hyper Casual games are dominating the App Store Top Charts.

In early 2017, we saw the rise of Hyper Casual games going main stream with publishers like Voodoo.io leading the way with their smash hit paper.io.

Apple recognised the genre in their 2017 roundup by including the Hyper-Casual Trend in gaming.

Apple 2017 Trends of the Year

Apple Trends 2017 - Hyper Casual Games

 

These usually lightweight games, consisting of nothing much more than an addictive core loop on launch, are typically a few steps ahead of a MVP ( minimal viable product ) or prototype. Mostly monetising through Ads rather than IAP’s, it’s unlikely you’ll see many of these games in the top grossing ranks, or indeed often even the publishers are not recognised as top performers as those charts are traditionally curated through platform revenue, but this is super big business.

Pushed heavily via social media / influencer campaigns ( Snapchat / Instagram / Facebook ) top mobile publishers can achieve extremely low CPI’s ( cost per install ) and thus propelling these simple, small mobile games to the pinnacle of the App Stores with a relatively modest budget.

Because if this, they are highly scalable and massively sharable and can often go viral pretty fast.

 

Hyper Casual Games

7 out of the Top 11 Free iPhone Games are Hyper Casual as of 30th July 2018.

 

This really is a Win/Win for both Publishers and Game Developers alike. Publishers can measure retention metrics to see if the game has potential fast and cheap, whilst developers can produce games way faster than normal as these stripped back games generally have little actual content or depth.

As Jilly was sadly unwell today, I stripped out a section of a recent webinar we held talking all about Hyper Casual Games, the retention benchmarks the Top Mobile Publishers are looking for and how, as game developers, we go about tracking this data.

Top Hyper Casual Game Publishers

VoodooVoodoo.io

Lion StudiosLionstudios.cc

Crazy Labs | TabTale – Tabtale.com

TastyPillTastypill.com

KwaleeKwalee.com

PlaygendaryPlaygendary.com

KetchappKetchappStudio.com

Gram GamesGram.gs

 

Hyper Casual Game Retention Benchmark Metrics

 

Hyper Casual Game Retention Metrics

 

We go way deeper on this subject and deconstruct some of the most successful Hyper Casual Games in our Course “Seriously Snackable” but there’s some real actionable content from the webinar too. I expand on some of the ingredients we need to put into our games to elevate our chances of success.

Whilst in essence this all sounds rather easy and fast, achieving these numbers is super tough. The winners are the games that you generally look at and think “jeez, that’s so simple why didn’t I think of that!”

We’ve yet to try and build a Hyper Casual game ( ours all fit into the Casual genre ) but we’ll soon be on the case and it’s super exciting.

If you want to dive deeper into all this, be sure to check out the Academy where there’s tons of great video content, courses, detailed deconstructions and epic game dev conversations going on.

 

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

025: Buildbox 3 – Time for New Games in Buildbox 3D – The K.I.S.S Rule we must not forget.

Episode 025 - Buildbox 3

To finish up our devlog style episodes for this month, we look ahead to what we’ll be working on for the 2nd half of 2018 and Buildbox 3.

With the imminent release of Buildbox 3 ( Beta ) in the coming weeks, we’re super pumped to get back into our favourite game creation software and take a look at the next generation of Buildbox.

We’ve built all our 13 Games using Buildbox.

 

RisingHigh Studio Mobile Games

Whilst of course it’s very exciting to have new tools to play with and finally get to play around in 3D, it’s also worth remembering that the Arcade Style Hyper Casual games that are dominating the charts, and the ones we love to build, are always simple in concept.

In fact, as we deconstructed a whole ton of these in our Hyper Casual Games course “Seriously Snackable”, the very essence of these games revolve around the core loop and really not much else.

The temptation to keep adding all the whistles and bangs in our games is ever present and it’s usually a good idea to add a few, but it’s important to restrain from deviating too much and getting lost in mechanics and FX that bring nothing to table so to speak. Focus around the Core Loop first and foremost.

K.I.S.S – Keep it Super Simple ( Keep it Simple Stupid – Jilly’s Favourite )

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

024: Time Off Apparently – Making Time for R & R, Accountants and Really Bad Quick Maths.

Episode 024 - Time Off Apparently

More of a general chit chat this week as we’re on holiday, or at least we were supposed to be.

Following an impromptu decision to take some time out as I was approaching burnout, it soon became apparent that our schedule was completely shot and there was no podcast ready, oops.

We made a commitment to show up each and every week, and not wanting to break our run so far, we came in, sat down and recorded.

As a small business owner, there’s never enough time in the day and there’s always something that needs to be done, it’s a never ending ongoing process.

However, there definitely comes a point when R & R needs to take priority and, although slightly broken, we are on a go slow right now and taking days away from the grind. It’s important.

We discuss all what this means to us, our accountant pains and I also managed to do probably the worlds worst maths equation ever, but hey, we showed up and that’s the most important thing, to us anyways!   

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

023: One Year In – Running an Indie Game Studio and Game Dev Training Academy.

Episode 023 - The Year of the Academy

As July marks the one year Anniversary of our Game Dev Training Academy, we decided it would be nice to sit down and have a chat about our journey so far, and revisit the reasons behind why we decided to set up the RisingHigh Academy.

The main influence behind the whole game developer training school idea, came from being asked to speak at Carter Thomas’ Bluecloud Live Event in Amsterdam back in 2016. It was a fantastic experience being amongst fellow game and app developers, even if was just for a short while.

As a lot of indie devs’ can relate to, building games can be a very solitary and insular experience, and it wasn’t until I met up with other game devs at this event, I realised just how much this can affect your inspiration, your workflow and decision making.

Working alone is actually a bad idea in general. I really felt I wanted to hone in on something, a project of some sort, that would bring devs of all skills together, to share experiences and knowledge.

I also released that I was being asked a ton of questions about game development in general, questions like…

What’s the secret to getting featured so many times what does it take?

How did you find a publisher?

What made you go solo?

After chatting with Carter about the crossroads I felt I was at with the game studio, he said “Well, you’ve been featured so many times and have a 100% record. Everyone wants to know how you’ve done it and how they can do it too. Why don’t you put together a course?”

I haven’t looked back and our App Store Foundation Course ( eBook Version Here ) and the RisingHigh Academy was born. Our members grew and it has been one of the most exciting times ever for us. It’s been a ton of hard work and a huge learning process.

The result?

An absolutely brilliant group of really talented people from different walks of life and in different stages of game development, who take time out in our community to support each other.

6 Apple Features and many Major Publisher Deals signed this year alone.

Totally inspiring. Our members love it, we love it and we think you’ll love it too.

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

022: Behind the Scenes – Reasons why you should revisit your old games.

Episode 022 - Revisitting Old Games

For all you seasoned game developers out there, when September time rolls around and Apple releases new devices and iOS versions, more often than not we need to update something to ensure our old games still work correctly.

Whilst this can be a pain the you know what, it can actually be turned into a positive, and a time to revisit our old games, breathe some life back into them and bring them up to date.

Generally speaking, updating all our App Store Creatives ( EG: App Icons / App Store Screenshots / Game description ), any external SDK’s and perhaps even adding App Store Previews to our store listing is a great way to refresh our game portfolio’s.

We have often left out features or mechanics that we originally planned to include in our games, but for one reason or another ended up ditching.

Reasons for this are varied, perhaps because of time constraints or even software issues we faced at the time of build, often down to our own skill levels at this early time for the Studio. So this is a great time for us to take another look at our project as a whole, what the game possibly benefit from and if it’s worth a small overhaul whilst we are doing the necessary iOS updates.

Sometimes even culling part of the original project to inject the ‘missing parts’, can have an huge impact to the feel of the game, as can changing out colour palettes or altering the pace. With a seriously long break from the project, it’s amazing what fresh eyes, gained experience and a different outlook can make.

We made a lot of mistakes that are now clear to see, almost to the point of saying “What were we thinking!”

But with that said, we also did a lot right and we can take this opportunity to hone in and polish up some of the successful gameplay and mechanics. We dropped the ball not keeping some of our games alive, to capitalise on their early success and really flesh them out more. Hindsight is a wonderful thing.

For a large part of our game portfolio, these were built back in the day when rage games were popular and trending, but this not so much the case now. With the market constantly changing, by updating even a small part of your game, you can keep up to date with the current landscape and what players are now demanding.

Perhaps it’s time you took a look at your portfolio and older games. Are there any that you can breathe some life back into, revamp or even create a sequel to? Your mission if you choose to accept it is open them up and think about doing just that!

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

021: Why designing under constraints will make you a better game designer.

Episode - 021 - Game Constraints

Working under constraints, especially in a creative field, can be a challenging but highly effective way to build up your inventiveness. Often when starting out a project, setting some kind of constraint can force you into action and get your brain thinking in a different way.

For instance, it’s time to start a new game project. “Let’s now build a game.”

You’re at your workspace.. Cool… erm… yeah… so… yeah… erm…

Now, let’s imagine you put some constraints on the project:

“Let’s build a game with only 2 colours” or
“Let’s build a game in 48 hours” or
“Let’s build a game with only Triangles.”

By starting with some constraints in place, whatever they may, can be a hugely powerful jump point to get those creative juices flowing.

One story sprung to mind as we started discussing the topic today. Supposedly Ernest Hemingway bet some friends that he could write an entire story in just six words. Impossible you may say and this seems like quite a dumb idea. However, here’s how Hemingway did it:

For sale: baby shoes, never worn

How long it took him to choose those six words is anyone’s guess, but this does demonstrate that often seemingly impossible briefs can get you thinking outside of the box and force you to flex your creative muscles.

When it comes to designing games, constraints are often a fantastic way to generate unique ideas and push beyond boundaries. You need to be a problem solver and stretch the normal, which typically can end up with extraordinary results.

Here’s 4 ideas to apply to constrain your next project:

Theme / Time

Game Jams are a great way encompass these constraints. Game Jams are usually set over a 48/72 hour period and that immediately enforces the time you’re able to complete the bare prototype.

 

“Work expands so as to fill the time available for its completion.”

– Parkinson’s Law

 

It’s amazing how much you can actually accomplish when you work to deadlines. Often as indie game developers, especially if you’re making your game as a side hustle, we don’t have any fixed deadlines, it just takes as long as it takes. This is a sure fire way that most likely your game will take way too long or worse still, never get finished at all.

By enrolling in a game jam and taking it seriously, the condensed time frame forces you to take action and think sharp. Even if you’re never going to make a masterpiece in this amount of time, the exercise alone is well worth doing.

Fun Fact:
Chameleon Run ( Apple Design Winner 2017 ) was born in a game jam ( Ludum Dare #26 ).

Ján Ilavský could only use one working hand during the game jam after breaking his arm in a kickbike accident shortly before.
Ján is colour blind and relied on his wife, who went on to pick the pink and yellow look of the game.

 

Game Jam Entry:

 

 

Official Trailer:

 

 

A good game jam theme is generally a concept that can be interpreted in many ways be it mechanics, design, game theme – It should be open to allow ultimate creativity. If you’ve never considered entering one we’d highly recommend it to push yourself out of your comfort zone. What’s the worst that could happen!

Artwork – Shapes

Setting yourself boundaries in terms of graphics is also a great exercise. Limiting the shapes you use to construct your games can really push your creative muscles. The first few worlds of our game Impossible Caves ( Worldwide Apple Feature ) consisted of just 3 triangles! This has now become somewhat of a meme between myself and Jilly, however, the level design ideas that came from that was just awesome.

 

One of the only ways to get out of a tight box is to invent your way out.

– Jeff Bezos ( Founder Amazon )

Artwork – Colours

Restricting your colour palette can also be a challenging and fun process. 2 bit maybe? The use of colour is always a super important factor when it comes to building games, it sets the mood, tone and feel. Try it and you’ll be surprised how much influence the colour actually has on your game design! Often we use colour almost without thinking, it’s an easy way to define areas, show baddies and re-enforce win aspects.

Limiting your options visually here can spawn interesting ideas and create unique design challenges.

I hope that gives you a few ideas to try and build up your creative intelligence, let us know! Constraints Breed Creativity.

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

020: As Developers, is it essential to have a Website & Press Kit for your Mobile Games?

Episode - 020 - Website & Press Kit

We had an interesting question come in this week from Podcast listener Stuart, so we decided to have a chat about just how essential having a website and press kit is for your games.

Stuart says:

“I’m half way through building my game and I’m starting to have a think about marketing. Do I need a website and press kit for my game and is it something worth doing anyway?”

Great question! So, at this point it really does depend on what your goals are for the game you’re building. If you’re a hobbyist game maker and just love the process and creation, you may feel you want to create a community around your project, and building a website about your game can be a lot of fun and a great way to engage fellow hobbyist, game creators and potential players and fans.

Now, if on the other hand, you are looking to sign a publishing deal, or pitch to Apple for one of their feature spots in “New Games We Love”, then having a website and press kit, is for us, pretty much a no brainer.

Mobile Game Website.

People tend to think that a dedicated website for their game must be hugely complicated tech project. Truth is, for the most part, are super easy to put together and take very little time to set up.

There’s are a ton of templates on the market which make the whole process quick and simple to do. This by no means has to be elaborate, just a landing page with your game video, game description, icon, screenshots, release date and perhaps a few gifs.

Is it all really worth doing? We know for sure that when we pitched Apple with our first game from RisingHigh Studio ( our first solo launch ) that someone from the Apple Team visited our website. So for us, it’s definitely worth it! Would it have made any difference if we hadn’t of bothered, we’ll never know for sure, but in our book it’s a box ticked, and we always like to be ready and cover any possibilities.

We’d certainly recommend anyone wanting to go this route to take a little extra time in putting together a website. It’s also great to see all your hard work displayed on your own landing page and adds that professional touch.

If you’re looking for any press coverage for your game this is where your website can come into its’ own. It will make it easy for any journalist to visit your page and be able to download assets along with all your games information. Basically, everything they need to produce their article lickety spilt!

Journalists often have a set quota of articles they need to produce for daily deadlines. By providing everything at their fingertips, this can potentially be the difference between picking your pitch over that of Joe “Not so Awesome Game” Smith, who hasn’t taken the time and effort to package up his project at all.

Mobile Game Press Kit.

So what exactly do I need for my barebones Press Kit?

App Preview Video.
Platform Release Information ( App Store / GooglePlay / Amazon / Steam etc… ).
Price ( Paid / Freemium ).
Game Title and Description.
Launch Date.
Game Screenshots.
Game Icon.

The beauty of this is that you’ve already done all the hard work upfront. Your assets and copy are required as par for the course when submitting to the stores and platforms. Make the most of them, re-purpose them and squeeze everything you can out of them. Gather them all together, zip them up and make yourself a Press Kit. Easy 🙂

Once you’ve pulled everything together, a simple “Download Press Kit” link pointing to all your goodies will see you done.

When your game goes live, be sure to include a direct link to the stores too.

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

019: 3 Reasons Why Researching the App Store is Critical for Mobile Indie Developers.

Episode - 019 - App Store Research

Browsing around on the App Store has been part of our daily routine pretty much ever since we first started building our games. The App Store is the playground we play in, and thus it’s super important to keep a keen eye on the market. With the Store refreshing each Thursday, it’s always a bit of a buzz to have a good look around at just who the movers and shakers are, and what’s working right now.

“For us, our App Store research and being slightly obsessive has been a critical part to our success.”

This is also super important if you’re looking to sign a publishing deal or you’re looking to bag a spot in the “New Games We Love’ feature section of the App Store. You need to be up to date with what is doing well and what’s popular, along with any hot new releases.

Here’s our Top 3 reasons why you should build an App Store Research Habit.

1. Keeping up with the Market Trends.

App Store trends move at a fast pace and we, as mobile game developers, need to be able to recognise any new trending art styles, mechanics, types or genres at a glance. Game Publishers often releases titles that match hot and current trends, and more times than not, are responsible for actually setting the trends themselves.

For example, Dunk Hit by Voodoo paved the way for a surge in Basketball themed games that dominated the top charts for a fair amount of time. Being present in the market, and spotting these trends early, puts you way ahead of the pack and ensures you can potentially capitalise on these too.

When generating ideas for our games, we often use something we like to call “Game Fusion”. This is where we take 2 or more popular games at the time ( Game Mechanics / Art Styles ) and try to fuse them into a single game to create a new one. We can see by keeping a fresh eye on the App Store what is working and this sets us off on the right foot. Of course, it doesn’t always pan out quite like we think, but it’s a solid place to start.

2. Success Leaves Breadcrumbs.

Just by the act of browsing around the store on a regular basis, you’ll start to see patterns. Over time, you’ll begin to notice that in amongst the what is the volatile top 200 Free Game Chart, there’ll be certain publishers that dominate and certain titles that stick around. Take note of these and try to reverse engineer their success. For the most part, they are not there by accident.

Is the publisher spending money on User Acquisition?

Does the game have a ton of reviews?

Usually a quick google search can get you somewhere close to answering these questions.  Researching a little deeper can often give great insights to what the market likes and wants.   

3. The Apple Feature Team Selections aka “New Games We Love”.

With the App Store refreshing every Thursday, we take the time to deep dive into all the featured games that week. We note in particular which publishers have released that week and play some most, if not all, of the games to study any fresh interesting mechanics.

Keeping an eye on the preview videos, the screenshots and the game icon is also super important to notice the trends, and again, any patterns that we can adopt to keep fresh and current. Playing a ton of new games each week is a great way to spark inspiration, and hey, it’s all in the name of “Work Research”  🙂

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio

018: Top 5 Hacks to Stay Motivated When Building Your Games.

Episode 018 - Finding Motivation

This week we discuss our Top 5 hacks to ensure you stay motivated during your game development cycle. Keeping energised and focussed is critical to meeting those deadlines, however loose they may actually be. We all struggle with motivation from time to time, it’s inevitable, however  you can definitely influence your own motivation if you can actually figure out what you want, set and commit to your goals and try and push through those difficult phases.

Make That Commitment

Set the goal and just start! Often starting off can be the biggest hurdle. Once you have something working and moving, the hurdle will suddenly feel less of a huge obstacle. Often, and especially if you’re a solo developer, game creation needs to take place between family and / or other work commitments. It’s a very fine balance to achieve.

Try setting a daily / weekly time ( say between 8pm and 10pm ) where this becomes your regular game building session, and don’t deviate from this. Pretty soon you will be accustomed to turning up at your computer and you will start to see results.

Set Bite-Size Achievable Goals

Set small goals. Your frequent progress can be super rewarding when you hit each mini milestone. Write down no more than 3 tasks to complete at any one time as long, exhaustive lists can be massively overwhelming and daunting. These will blast your motivation out of the window so avoid them at all times. Small, manageable lists will move yourself forward faster. Period.

These do not have to be anything major however, but by making 3 small steps in progress each day or session, will move your project along at a healthy, steady pace.

Public Accountability

Write a contract to a friend or you can even make a pledge and donate the proceeds to charity if you lose. This is quite out there and controversial so really depends on your personality type.

There are many people who I know have done this and it works really well for them, but it’s not something I have ever done. That said, there have been plenty of times where we’ve put rewards in the air to motivate us into completely a certain task.

Think of this like a pretend competition:

“If we finish this by 4 o’clock today, then we take tomorrow off – deal?”

or

“if we can get this done by the end of the week, then we’ll have that fancy dinner”.

Using this Punishment / Reward tactic, albeit slightly left-field is pretty powerful and to be honest, kinda fun. It’s really whatever works for you.

Don’t Break the Cycle or Skip

Turn up everyday no matter what. Showing up and doing something is great to push through any barriers you’re procrastinating over. This is a great way to form that habit of working on your game.

When you begin to string together these consecutive days or sessions, you’re way more unlikely to want to break this sequence that you’ve built up. It’s pretty powerful stuff.  Again, this comes back to habit forming behaviour and well worth experimenting with.

Join a Community

Big Tick! Go you 🙂

Get around likeminded people who won’t let you quit – be vulnerable and open, it actually really helps!

Post your game progress / Set up your own Devlog to track progress and be accountable.

Thank you so much for listening! You’re Awesome 🙂

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin and Jilly - RisingHigh Studio