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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. Using a few detailed concepts from our art department, our 3D Character Designer, Bianca, has been working the past few sprints on modeling out each of our three Kota soldier variants and their accompanying armor sets.

Dev 52
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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. Stranger Things: Puzzle Tales by Next Games. Stranger Things: Puzzle Tales wasn’t initially created for the Netflix Platform. Net Fishing! Cast your net to collect as many fish as you can.

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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Concept Art. And with a dark fantasy action RPG like Kristala, there's pleeenty of concepts to go around, especially when it comes to weapons and armor.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?

Dev 52
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Origins of Ghost Master, Part One

iHobo

And it's all down to Gregg Barnett, frankly - he had the concept, and he handed it onto me to craft into a design. And that was baked into the design from the beginning. We actually had concept art for a monstrous version of Cogjammer based on the gremlin in the movie-version of the same story - but it was too scary.

Film 73
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Deathloop deconstruction / design thoughts

Radiator Blog

none of Dishonored's morality system and I think this is good, the "stealth puzzle = humane cage free assassination" philosophy has aged poorly imo 69% less stealth. NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e.

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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. Trivially easy games can’t support long skill-chains, and neither can all-or-nothing puzzles, no matter how large and difficult they might be. Evidence of depth – the skill chain.

Feature 40