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You Have No Idea How Hard It Is To Run A Sweatshop, Part 1

Designer Notes

Hi everyone, I’m Soren Johnson, and welcome to You Have No Idea How Hard It Is To Run A Sweatshop Here are the published games that I’ve worked on over my career, some of which I will touch on over the next hour. Or on a game with 1 winner and 99 losers. Or on a turn-based game that plays by itself. Your enemies don’t see them.

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

You can totally miss important conversations and scenes because you're stuck in the stairwell climbing animation at exactly the wrong time. Don't these characters know they're in a video game?! Your cute animal cult will follow whatever "Doctrines" you declare. The cult of the game industry is most powerful of all.

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On Backtracking in Roguelikes

Grid Sage Games

The Ground Gives Way has an especially interesting approach, having the dungeon’s statues come to life after you acquire the trombone relic (yes, trombone) at the bottom, and you have to escape without being killed by the animated statues or whatever other creatures might still be in the way because they weren’t dealt with before.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. The grand scene).

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Rebalancing Cogmind

Grid Sage Games

So I reimagined them yet again, taking into account their unique targeting mechanics and what that means when fighting other bots. This is a pretty good example of the heavy influence interface limitations can have on game design. The biggest change there was simply yet more significant damage buffs. Trap Extractor demo.

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