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Temporal tricks and narrative turns in Kaleidoscube’s time-bending adventure Recur

PreMortem.Games

We looked into different time-based mechanics and created a small prototype, but then realized how complicated it will be to really turn it into a game. Time scrolling When the dust settled after their first release, the team returned to their shelved prototype with renewed interest. That ambition required a careful balancing act.

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. It started with a simple idea: What if a katana gave you insane movement abilities?

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Fruit Ninja-creator Luke Muscat on the highs and lows of solo development “I’m just super motivated” 

PreMortem.Games

To find his first solo project, he developed a new brainstorming approach: he built a prototype in roughly 100 hours and let people play it. One thing I do to try and balance this out a little is work in an office one day a week. I had a prototype that I absolutely loved that was an asynchronous autobattler where you build a revolver.

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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

Click in my heart Selfloss stands out visually with a style that balances elegance with a folkloric, almost storybook quality. When I’m prototyping, I keep adjusting the visuals until I feel something click in my heart, when it feels like it’s beautiful.” “Games that are intriguing based solely on their concept and a simple game loop.”

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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“The balancing of the game between two players,” Olczyk explains. ” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. We love the freedom that comes with remote work. It allows us to be flexible, creative and work in a way that suits us best.”

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In Pirofauna by Polish indie studio Petums, fire is the hero of the forest

PreMortem.Games

Therefore, for balance, I create such a positive image of fire. I really visualize everything, next steps, ideas and prototypes. “I’ve never seen a game world where fire is portrayed positively,” says Tomasz Ostafin. For me it is a neutral thing, an element, neither good nor bad, but one that deserves respect.

Indy 249
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Disappointed by the lack of integration of the overworld feature into RimWorld, he further developed his idea.

Dev 104