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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. There’s already a ton of core content--many hundreds of hours worth. Lots and lots of fun.

Balance 52
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Ancient China comes to life in Thriving City: Song by White Star Studio

PreMortem.Games

This city-building sim takes players back to the Song Dynasty, where they must navigate the challenges of settling a town, cultivating the land and expanding the city. When the team first decided to make a sim management style game, they quickly settled on a city building sim. “We But it took some tweaking to get the right balance.

Studios 104
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Indie dev studio Wikkl Works takes virtual rock climbing to New Heights

PreMortem.Games

Drawing inspiration from their own experiences in bouldering, the team sought to incorporate the exhilarating mechanics of climbing into the game. There would be an almost infinite amount of awesome content. It creates awesome content that is often better than handcrafted.

Indy 104
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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

In the past, hybridization was mainly seen in 4X strategy games that merged with puzzle and idle RPG mechanics , but in recent months this phenomenon has spread to titles of all shapes and sizes across the market – not just the hybrid-casual genre. Mechanically, the mode is relatively similar to Blizzard’s Hearthstone.

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Special Events Give Back, and Perfect Stealth

Grid Sage Games

Cogmind’s “ special modes ,” timed events with unique mechanics, can in one sense be seen as the experimental test beds of Cogmind. but to me it wasn’t the sort of tech that the game was ready for, be it for balance, architectural, or lore reasons. One new example of this phenomenon at work is the ID Mask.

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Web3 metaverse MMO Avalon unveiled in new trailer

Game Daily

Players can build their own “levels, stories, game experiences and even worlds” as they craft, trade, buy and sell resources, equipment, land, and other commodities. The trailer features a pretty world of warriors, who flit between environments, with ample tools for building and crafting.

Racing 98
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A Simple Approach to Player-Designed Robots

Grid Sage Games

I like the idea of designing robots, putting together builds for a particular purpose or with particular capabilities in mind. Sadly all my old BT books and records are at a relative’s house right now, otherwise I might go through them and share a thing or two :) A Mechwarrior Online build. A BattleTech loadout sheet.