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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. Balancing Levers The idea of “post-balance” from this article’s title doesn’t mean no balance.

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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. I decided that the basic gameplay was going to involve filling up a grid with tiles. What determines how well that player did given a grid is filled with different tiles? Players have the opportunity to draft “Leader Tiles” throughout the game.

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The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Tom Francis

Board setup is random with some attempt at balance, plus a balancing rule: One player chooses which corner to start in, then the other player takes the first turn. And their mounted Bishop grabs the Flame: like Frost, but ignites tiles: units on burning tiles must move or die at the end of their turn.

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Old World Designer Notes #2: City Sites

Designer Notes

In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.

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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.

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Marvel Snap - The Definitive Deconstruction

Deconstructor of Fun

The game is polished, fun, and accessible, which is a testament to the amount of time and effort that was put into its four year development. It was perhaps the biggest gamble the developers took with the game, and I'm not entirely sure if it has paid off for them. Most importantly, the game was and is performing!

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.

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