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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

Compelling gameplay loop Balancing the creation of assets, the Mojsovski brothers share that the assets are a mix of marketplace acquisitions and in-house development. “Talk with the players and do lots of playtesting. They will then not see that part of the facility during this playthrough. “I say it’s 50/50.

Horror 210
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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. This allowed us to solidify our narrative over time instead of being rigidly prescriptive from the start and writing ourselves into a corner. Even with no tutorial.

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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. This allowed us to solidify our narrative over time instead of being rigidly prescriptive from the start and writing ourselves into a corner. Even with no tutorial.

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How to Make Board Game Rules

Brand Game Development

A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” ” Rules are really tricky to do right because you have to serve two purposes: balance the game and communicate clearly. Making Balanced & Clear Rules. Playtest a Ton. Be direct when writing rules.

Balance 130
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First look at SPELLSTORM!

Keith Burgun

I’ve been working extremely hard this year on Spellstorm (among other projects) – so much so that I sort of forgot to write something about it here on my blog, I’ve realized! I did write this piece over at its BoardGameGeek page, so do check that out to begin with, if you haven’t already: [link].

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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

All this before there’s ever any playtesting done. It usually starts with a ‘think pad’, which is basically just a google doc where I write down anything to do with a specific game concept. And generally I maintained a pretty healthy work life balance for the most part of it. I realized I missed this aspect a lot.

Dev 104
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7 Odd Roadblocks Rookies Face In The Stages Of Game Development

Big Games

Voice actors breathe life into characters, and developers write thousands of lines of code. Regular software updates, including game-balancing patches and new downloadable content (DLC), keep the game fresh and engaging. Balancing creativity with project constraints is tricky. Project leads ensure everyone stays on track.