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Crazy and Fun Time Management Kitchen Game

Logic Simplified

Tap to grill, bake and prepare dishes to the top. In 2019, they approached Logic Simplified to build a crazy and fun cooking game with a similar concept to Cooking Craze, but with unique locations and classic restaurant dishes. What makes this game interesting is the array of ingredients, kitchen appliances, and dishes. Freemium Model.

Games 52
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Among Us VR dev talks about how to create immersive worlds

Game Analytics

“It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. So many games have that question baked into their core. As a multiplayer PvP (player versus player) game, it’s critical to get the balance right between crewmates and imposters.

Dev 91
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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

Self-testing was my primary form of testing in the first and second versions of the game, when I wasn’t even sure if some of the core concepts would work. If you have multiple different viable strategies, then balancing them is often a matter of tweaking rules. A few versions later, I was testing with my parents and cousins.

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The top 22 mobile games of 2022

Game Analytics

That’s the core concept from Voodoo. It’s awesome to see some good messaging baked into its core gameplay. We love the concept. Which is a difficult balance to strike. Sprinkling rewards throughout the gameplay, rather than at the end of each level, can make your game all the more fun to play. Net Fishing!

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

In an attempt to make content more scalable, PVE design borrowed a page from PVP and the team built new PVE modes as rule-sets that could be applied to any map by a game designer through simple tooling vs. baked in-experiences on custom maps. There was no concept of events or free/ earnable content.

Content 52
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Deathloop deconstruction / design thoughts

Radiator Blog

and I think this balance tuning is intentional. So I think they got this balance right, even if I whine about it. The game says you must kill her first, like this, always -- and if she always dies so early, that means her concept doesn't get to interact with anyone else. You're trading health for ammo / convenience.

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The Depth Project

Game Design Advice

A key concept in addressing this question is the idea of the skill chain , as articulated in Characteristics of Games , by Elias et al. Evidence of depth – the skill chain. So what exactly are these features? Can we get more precise about them?

Feature 40