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The Do’s and Don’ts of Pc Game Development

iXie gaming

By following the do’s and avoiding the don’ts, you can ensure that your game stands out in the competitive PC gaming market. In this guide, we will cover a range of topics, including best practices for game design, effective marketing strategies, and tips for optimizing game performance.

PC 52
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Colony: Letting Leaders Lead without Losing Losers (A guest post by Burt Yaroch of the Healthy Gaming Network)

Brand Game Development

Not only does he help gamers make healthier choices, but he’s a fledgling designer himself! Today he shares with us a game he really enjoys: Colony. Burt: I’ve fallen in love with Colony by Bezier Games, designed by Ted Alspach, Toryo Hojo, and N2 (the pen name for Yoshihisa Nakatsu). Need help on your board game?

Mechanics 130
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How to Build up a Facebook Page as a Board Game Dev

Brand Game Development

In this past year, I’ve been using Facebook’s advertising system to increase the visibility of blog posts and to drive people to the Highways & Byways Kickstarter mailer. A few hundred dollars in advertising money have gone a really long way toward increasing the visibility of my projects. You have strike a balance.

Dev 130
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The Trends & Challenges of Hyper- Casual Game Development

iXie gaming

To create a more engaging experience, developers are finding new ways to incorporate multiplayer elements into their games. This trend presents a unique challenge for developers, as it requires them to balance gameplay mechanics and technical capabilities to ensure a smooth and enjoyable experience for all players.

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Battle Passes - Everything You Ought to Know and Then Some

Deconstructor of Fun

Passes can generate different player experiences, follow a different balance, and emphasize different components depending on the genre and audience. For most players (including payers) the Pass is primarily retention and an engagement mechanism. Some examples are: Faster Progression.

Content 52
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What Web3 Games Should Learn from Designing Fun Game Markets

Deconstructor of Fun

For a market game designer, revealing information should be an orchestrated event. For example, a balance patch to Skyweavers that changes the power (and thus price) of different cards will shake up the market considerably. Major balance patches should be a planned event, similar to the Federal Reserve’s monthly meetings.

Games 52
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2021 Predictions #2 Will the Hypercasual Party Ever Stop???

Deconstructor of Fun

Written by Michail Katkoff , games executive and founder of Deconstructor of Fun, and Niek Tuerlings , Senior Game Designer and author of popular game development blog Ludocious.com. Special thanks for the Hybridcasual design insights to Abhimanyu Kumar , founder of Naavik consulting.