Remove Balance Remove Game Design Remove Indy Remove Puzzle
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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 71
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VR Games for advanced players

Played with Fire

Complex puzzles, a dynamic combat system, or advanced interaction with the environment are just a few options to consider when creating a VR game for this target group. Difficulty and balance The level of difficulty in games for the „diehards” is something that often keeps game developers up at night.

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Predicting the Future of Supercell’s Brand New Studio

Deconstructor of Fun

Kevin J Bray (Game Engineer) , another professional with years of entrepreneurship experience (CEO at now defunct Byte Canvas; Executive Director at Tonk Tonk Games), who previously was a developer and lead engineer at League of Legends (about the same time as Maya). The profiles make me think of something indie-looking.

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

The Bottom Feeder

(Side note: There is a new game called Brotato, one of those single-stick shooters that are hot now. These are perfectly balanced. If you're interested in systems design, it's a very interesting title.) My latest all-new game only had 57 skills, but all of them were useful sometimes. I spent hours there. Which is fine.

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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. It would feel terrible.

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

Deconstructor of Fun

On looking deeper, it was found that this was driven by two things - 30-35% of the growth was driven by increased IAP integration in various hypercasual mini-genres, most notably Puzzle. The remaining was driven by two titles - “ Crane Game Toreba ” and “ Clawee ” - which together raked in ~$45M over 2019.