Remove Balance Remove Fighting Remove Game Design Remove Point and Click
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Fantasy Strike's Features

Sirlin

I’m aware that this is a subjective claim, that people will be skeptical, and rightly so because so many other fighting have done a questionable job with “accessibility.” User Interface for Friend Matches This is the kind of innovation that isn’t new to the world, but it IS new to fighting games. No more UI than that is needed.

Fantasy 52
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On Backtracking in Roguelikes

Grid Sage Games

Being able to backtrack is generally going to be more realistic in the RPG sense--of course your character should be able to go back and pick up that item they left behind, or fight that enemy that scared you away before. In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!)

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

Rindoku

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. This dapper fellow thinks there’s too much clicking. Yeah… no luck.

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How Coin Master Disrupted Social Casino and Pocketed $100M

Deconstructor of Fun

With progressively deep content wrapped into a single slot machine, casual art style, a more substantial meta, strong social features, hyperactive live operations and great UX/production value, Israeli developer Moon Active has pretty much flipped the traditional Slots games design model on its head.

UX 52
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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

There are also hidden easter eggs with interesting lines and detailed facial expressions if players click on or drag them around. Special effect from clicking on and dragging the Hot Cocoa Cookie. Despite the core gameplay being an integration of two classic types of mobile games, it does not feel out of place for the players.

Baking 52