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Kyzrati’s Game Design Philosophy

Grid Sage Games

Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work.

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Is your baby ugly? We took ours out to find out.

Rindoku

Ovidiu Mantoc – Level Design, 3D Art. Gabriel Tanko – Concept and 2D Art. People liked the game but there was also useful feedback (and observation) of where we can improve. Still too much clicking required. The game still requires constant clicking, even more than Diablo, and this is something we’ll have to solve.

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How To Play-Test the Rules of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixth of a 19-part suite on board game design and development. Need help on your board game? Click this picture for some backstory! They explain, limit, and clarify.

Mechanics 130
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What Web3 Games Should Learn from Designing Fun Game Markets

Deconstructor of Fun

At every point in the skill spectrum, players should see a path to improve, as well as see greater winnings as a result of their improvement. Clicking on dots that move around a screen may be tedious. However, if the dots are monsters and clicking shoots a fireball, it becomes fun. Skill curve. Written by Eric Guan.

Games 52
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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here – it will take you right to the updates at the bottom of the page. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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Fantasy Strike's Features

Sirlin

Sometimes it’s pushing forward design in a new way, or usability, or technology, or even in introducing features or ways of doing things from one genre and applying them to another when it hasn’t been done before. In Fantasy Strike, you just click on anyone in your in-game friends list to challenge them. No, not to my knowledge.

Fantasy 52
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

Few people called for the return of stacks-of-doom, but critics pointed out that carpets-of-doom were just as bad. Although I saw that Civ 5 ’s 1UPT had become the mainstream conception of a tile-based 4X game, Old World actually went through roughly a year of development WITH stacked units. I was very pleased with myself!

Tile 40