Remove Balance Remove Game Development Remove Point and Click Remove Prototyping
article thumbnail

How to Tell When Play-Testing Feedback is Useful or Not

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Play-testing is so critical in board game development that I’ve dedicated several articles to the subject. ” Need help on your board game?

Balance 130
article thumbnail

How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. I’ve already play-tested this game a ton.

Dev 130
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

The Final 100 Play-Tests: How to Put Final Touches on a Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. This is a process I follow to ensure a game’s quality. This method may not be appropriate for every developer, every team, or every game, but it is one I like.

article thumbnail

How To Play-Test the Rules of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixth of a 19-part suite on board game design and development. Need help on your board game? Click this picture for some backstory!

Mechanics 130
article thumbnail

Old World Designer Notes #3: One Unit per Tile

Designer Notes

Few people called for the return of stacks-of-doom, but critics pointed out that carpets-of-doom were just as bad. Although I saw that Civ 5 ’s 1UPT had become the mainstream conception of a tile-based 4X game, Old World actually went through roughly a year of development WITH stacked units.

Tile 40
article thumbnail

2021 Predictions #4 Contenders Throwdown for Supercell's Mid-Core Crown

Deconstructor of Fun

By all accounts this genre is matured to a point where it could use a massive innovation to both the progression mechanics and social gameplay. After all, these games have a fun combat core brutalized by ever increasing timers which just simply don’t work in the modern mobile market. Then Yu-Gi-Oh came along.

Mobile 52