Bye bye, 2016! Hello, 2017! Let’s not be so pessimistic. This year was not so bad as some people are saying. At least not on our point of view. This was the year we started IndieWatch. So we’ll always remember it as the year we took the first step on our journey! Therefore, it doesn’t hurt to look back and rejoice on the best accomplishments a little, right? For instance, we redesigned our website, our posts got a lot of attention, we got to interact with you, and we got selected as one of the top gaming blogs in the world! So yeah, we’re happy!

In our debut year, our contributors explored a bunch of topics on game development, game marketing, game art, programming, etc, and the feedback was so good we decided to start a Facebook page and a Flipboard magazine to reach more people on the web. But nothing would’ve worked so well if it wasn’t for the quality of the content our authors were able to deliver. Therefore, there’s a lot of good stuff in our blog and it’s hard to pinpoint the one best post without being unfair, but we’ve decided to let our readers have the final word on that. So here’s a list of the most popular posts based on what our audience thought was worth their click:

10 – Three reasons why beginners should choose python for game programming

Jason Woodstock is a python fan and he not only just makes games with this language, but he also teaches it. On this post, he gives us quick and valuable tips to prove it’s a good choice to learn that language if you are willing to start making your own games.

9 – 5 Important Things To Do When You’re a Game Developer

Eric was working full steam on his game when he came up with the ideas for this post. You’d better check it out as he gives his take from a mostly nondigital game designer perspective.

8 – Why your indie game is doomed to fail

Post titles starting with “why” are apparently a thing. Just take a look at posts 1, 2, and 3 and help figure out why this is so. Anyway, this particular post written by Steven Long started up some interesting discussion on what seems to be an important issue for the indie game development community to deal with.

7 – Making Great Games is more than Programming

Joe Hocking does a very good job on that post as he wants to, first and foremost, let aspiring and current developers know that you must go beyond the constraints of your technical skills if you want to make the best out of them. Listen to this guy. He wrote a whole book about game development.

6 – One Man’s Lie? How about One Man’s HOPE?

Yeah! I know what you’re thinking. The whole blogosphere was not exactly sharing the same views expressed on the very title of this post right after the release of One Man’s Sky. However, Will went on to publish his opinions and had an immediate response as you’ll see on the comment section.

5 – I Want to Push a Crappy Game Through Steam Greenlight; What should I do?

Is that even a good idea? Matthijs addresses this issue with an amazing eloquence. Check this out now and see for yourself the answers he has for this question.

4 – Best free and Open Source Software for Game Developers

So you’re on a budget but you still want to make that incredible game? Michal put together this cool list of software to help you out.

3 – Why Difficulty Settings are Bad Design

This post has an interesting story. Right after its publication, Maxx was met with a huge backlash from people who commented here on the blog, on Facebook groups, and on Reddit. People got so mad at the central idea of this post that haters decided to dig out more about Maxx’s social media life to keep on spilling their hate. Things got a little out of hand but Maxx’s response was the finest: he wrote another post talking about all the feedback he had. After that storm, the sun came up months later. An important blog on UX design found this post and shared it with their readers as a recommendation on what to read to open up your mind and become a better designer. Maxx definitely shook things up for the best. This is a gem. Check it out!

2 – Why Indie game developers suck at marketing

This one had a curse similar to the one “enjoyed” by Maxx’s post as it was also met with some rejection and controversy. Do you think indie game developers suck at marketing? What should they do to change that reality? Steven shares some of his thoughts about that.

1 – Why no one wants to hear about the game you just finished making

And here’s our champion. It is a good follow-up for Steven’s post as it was also written around the difficult problem developers face of having to both develop and market their games. Nick Hester, the creator of Social Sessions, presents an interesting and honest view based on his own experience.