Remove Balance Remove Concepts Remove Fighting Remove Tile
article thumbnail

Morphblade And Imbroglio: Making A Game To Test A Critique

Tom Francis

They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. At this point you live or die by what tiles happen to be between you and it – if they all do 1 blue damage and the enemy has 4 blue health, you are dead.

Tile 52
article thumbnail

Five Problems With Chess

Tom Francis

All your good pieces are trapped behind a wall of bad pieces, so you both have to spend a bunch of turns moving the bad pieces out of the way so the good pieces can fight. The pawn is a shitshow of clumsy balance changes. Stalemate is a wildly stupid concept. The early game is slow and boring. That’s not it!

Concepts 100
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

How to Design the Mechanics of Your Board Game

Brand Game Development

The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. I’ve listened to so many designers describe how through play-testing, a game came out dramatically different then their initial concept because the new version was more fun. Smash Bros.

Mechanics 130
article thumbnail

Can Playrix' Puzzle Breakers Crack Zynga's Empires & Puzzles?

Deconstructor of Fun

One could even make an argument that the less puzzling cores such as bubble shooter or tile blasting are not as good of a fit for an audience like this. After carefully composing a balanced team of fighters, the player takes their party of stalwart heroes into battle. This speaks of the importance of the core gameplay. Core Gameplay.

Puzzle 52