Remove Balance Remove Mechanics Remove Prototyping Remove Puzzle
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

If I’m happy with this design, I’ll prototype it and test that prototype. I played around with a few ideas and one of them was a simple cube rolling puzzle game. But I think the main lesson is to test more, test sooner, test elaborately and don’t only test for the game’s mechanics. From there I take it step by step.

Dev 104
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Game art vs game design: What is the difference?

Logic Simplified

Let’s take the popular example of Candy Crush Saga , a level-based puzzle game. Game designers must work closely with other development team members, like developers and artists, to guarantee that the video game mechanics and elements work together smoothly. Let’s take the example of Candy Crush again.

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Royal Match - The New King from Turkey?

Deconstructor of Fun

Especially since the game seeks to dominate the puzzle genre, which is the largest and arguably the most competitive genre in mobile games. Royal Match Royal Match is a perfect example of finding success through improvements - not step-change innovation - cherry-picking the strongest mechanics from the best games to create a new top game.

Puzzle 69
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. In each of the design diaries that I have written so far, I have focused on a specific game mechanic or isolated portion of the game. Acquiring more Leader tiles gives the player more to try to balance.

Tile 130
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Old World Designer Notes #2: City Sites

Designer Notes

None of these systems were any fun and weren’t intended to be so; they were mechanics put in place to keep the players from ruining the game for themselves by founding too many cities just because it was simply the most effective strategy. I was well aware that the city sites of Old World would be a controversial feature.

Tile 52
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My Elephant in the Room, Part 1

Designer Notes

Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. A good example is what I’ll call “Every Unit Moves” which is how Civ has always worked.

Tile 98
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Istanbul Gaming Summit 2023

Deconstructor of Fun

Running through the market by genre, Kress noted that King has done quite well, but other genres had suffered badly, with strategy, RPG, match puzzle, and casino games all down double digits. Diversify revenue model Cilingir urged game-makers with games skewed heavily toward either ad or IAP-based monetisation to balance their revenue mix.

Games 59