So your game is going along well. Feedback is good, you've got an idea people genuinely enjoy. But as you look down the road to release, you might be wondering "how can I make sure my game has that spark that will get people's attention on Steam?"
Well there are a lot answers to that question, but there's one that Mike Bithell (creator of Thomas Was Alone and Volume) thinks you should know about: polish.
That's why, back in 2015, Bithell took to the stage at the Game Developers Conference to share some best practices you can incorporate to polish your game before it heads into the marketplace. It's a nuanced look at why indies should (or shouldn't) take time to double-down on this kind of iteration at the end of production, and what improvements can be made no matter what kind of game you're making.
If you're a developer who wants to learn more about these best practices, you can watch Bithell's full talk for free over on the GDC Vault.
About the GDC Vault
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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