Remove Balance Remove Build Remove Playtesting Remove Puzzle
article thumbnail

Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

I had literally just started programming 6 months prior and now I’m building a full game? All this before there’s ever any playtesting done. I played around with a few ideas and one of them was a simple cube rolling puzzle game. So I made a shift in puzzle design to negate that. And the biggest pitfalls?

Dev 104
article thumbnail

Istanbul Gaming Summit 2023

Deconstructor of Fun

Running through the market by genre, Kress noted that King has done quite well, but other genres had suffered badly, with strategy, RPG, match puzzle, and casino games all down double digits. Diversify revenue model Cilingir urged game-makers with games skewed heavily toward either ad or IAP-based monetisation to balance their revenue mix.

Games 59
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Garrisons 2.0

Grid Sage Games

I considered a lot of options here, going as far as thinking of building a new generator from scratch (one that would make encounters much easier to implement), but I liked the established and consistent core theme of existing Garrisons and didn’t want to mess with that.

Beta 52
article thumbnail

Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. After all, he created the pattern building game that we call Tasty Humans , so it makes for a great case study! Acquiring more Leader tiles gives the player more to try to balance. But how do you do that?

Tile 130
article thumbnail

Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

He, after all, created the pattern building game that we call Tasty Humans , so it makes for a great case study! In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. At this point, I have playtested Tasty Humans over fifty times.

Tile 130
article thumbnail

Zugzwang as a pole dance upward unto heaven

Radiator Blog

A dense randomized mini-chess puzzle where everything matters. Can we build a sex dungeon that would do Jane Jacobs proud? For balance purposes, I limit the number of voyeurs in the maze, otherwise it can enter a deadlock where there's only voyeurs but no one for them to watch. L of semen as upkeep for each person.

Code 52