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The Clash of Choices in Game Design

Game Wisdom

The Clash of Choices in Game Design Josh Bycer josh@game-wisdom.com One of the many balancing acts of game design is the act of creating cool, interesting, unique, abilities for the player to use, and then balancing said abilities within the scope and design of your game.

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In Guntouchables enemies power up with the upgrades that you leave behind

PreMortem.Games

In Guntouchables by Danish indie developer Game Swing , enemies randomly power up from the upgrades that a team of four players can’t lift out of the levels. This leads to some unexpected and quite frankly, explosive situations as the game progresses. Game Swing was founded in 2013 by five Danish game design students.

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The Fast Life and Fiery Death of Vampire Survivors Games.

The Bottom Feeder

Way back in February, I wrote a big article about indie phenomenon Vampire Survivors. It was a fun cheap game that is still fun and cheap. It's also a charming, scruffy take on the classic Twin-Stick Shooter genre, great for mindless gaming, with a price that is effectively zero. Brotato has a great design. A great idea.

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The Significance of Focus Group Testing in Video Games 

iXie gaming

These adjustments touch upon various facets such as gameplay, user interface, and overall game design. While most of the decisions are made from within the confines of the development studio itself, developers place considerable importance on a specific form of game testing to gather invaluable insights.

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Morale system in Classified: France ’44 by Absolutely Games adds humanity to tactics

PreMortem.Games

“So, a turn-based-tactics game based around sabotage and assassination operations felt like something fresh to us”, says Senior Game Designer Lee Brimmicombe-Wood. We wanted a past that was a little more colourful than that and balanced the visuals accordingly”, explains Brimmicombe-Wood.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

“The community’s voice is invaluable; it helps shape the game,” he remarked. This iterative approach to game design – release, get feedback, improve, repeat – can be a pragmatic strategy for developers to bootstrap their way through the development process, all while nurturing a passionate player base.

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VR Games for advanced players

Played with Fire

Difficulty and balance The level of difficulty in games for the „diehards” is something that often keeps game developers up at night. It often turns out, I should say, that the games are simply too… easy. by making the gameplay even more personal for them, and thus increasing their involvement as well.