Remove Balance Remove Fighting Remove Game Designer Remove Indy
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Gamer Deep Lore, Exhibit #3. The Tomb of Horrors.

The Bottom Feeder

The main problem, alas, is that, while it IS a fascinating landmark for game design, it is not a good adventure. The Tomb of Horrors was an early attempt to solve a very difficult problem: How to balance a turn-based RPG once characters get very powerful. It's one of those awesome, twisty, weird Gygax designs.

Horror 69
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The Last Pile of Thoughts About Elden Ring, Promise

The Bottom Feeder

It's such a big, unique, popular game that not picking it apart a bit is game-writer malpractice. Even if you hate From Software games, and many do, if you care about game design as an art, it's worth a good look. The game is already huge. Fighting the same boss a few times is ok if the game is fun.

Balance 52
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God of War Ragnarok: Five Game Systems In One Bag

The Bottom Feeder

That fight really stomped me." "Do Designers are sensitive and can generally pick up non-verbal cues. When I watch someone play one of my games, I can pick up when they switch from enchanted to annoyed. So I went onto Twitch and YouTube and watched how Serious Gamerz did the hard fights. These are perfectly balanced.

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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Limited regen (e.g.

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That Lonesome Valley as cowboy coin crusher

Radiator Blog

Back in 2019 when I was making the original prototype, there were also two other gay cowboy things on my mind: Orville Peck's hit single "Dead of Night" and the gay indie romance film God's Own Country. Balancing the weight of each system was difficult. see: "CRT Simulation in Super Win the Game" ).

Pixel 52
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Is your baby ugly? We took ours out to find out.

Rindoku

It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Alex and Ovi receiving the Indie Prize at Dev-Play. Everything would work out as designed if the player started fighting in the new area but of course players will surprise you. Balancing the difficulty for a wide range of players will be a b h.

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2020 Predictions #2: What Happens When the Hypercasual Party Ends?

Deconstructor of Fun

As ironSource agrees , a corner stone for making a hit hypercasual game is to reduce CPIs by increasing IPMs (installs per thousand impressions). This sort of elongated production process obviously has increased project cost ramifications, which only reinforces the above mentioned design evolution - more Hybridcasual!