Remove Balance Remove Dev Remove Playtesting Remove Puzzle
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. All this before there’s ever any playtesting done.

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Garrisons 2.0

Grid Sage Games

In playtesting so far this (among other benefits we’ll get to later) is already clearly tempting players who would otherwise always prefer regular branches over infiltrating a Garrison. The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay.

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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. Acquiring more Leader tiles gives the player more to try to balance. In playtesting, the time between turns has rarely been an issue. 5) appeared first on Brandon the Game Dev. But how do you do that?

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

Brand Game Development

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. Not to mention it organically balances the game by attaching a cost to tiles that are strictly better. At this point, I have playtested Tasty Humans over fifty times.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A dense randomized mini-chess puzzle where everything matters. 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. Voyeurs work differently, they have sex by watching a couple have sex. So what did she want then?

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