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

PreMortem.Games

I had literally just started programming 6 months prior and now I’m building a full game? 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. So I made a shift in puzzle design to negate that.

Dev 104
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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

When we last met, we shared some exciting updates from our time exhibiting at Play NYC 2021, and shared all the work that went into ensuring the exclusive build we prepared for the convention was in tip-top shape and ready to be played. Concept Art. We ultimately ended up choosing the first option to include on the character in game.

Dev 52
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Garrisons 2.0

Grid Sage Games

I considered a lot of options here, going as far as thinking of building a new generator from scratch (one that would make encounters much easier to implement), but I liked the established and consistent core theme of existing Garrisons and didn’t want to mess with that.

Beta 52
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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

He, after all, created the pattern building game that we call Tasty Humans , so it makes for a great case study! In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. The design process really started with the puzzle.

Tile 130
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A dense randomized mini-chess puzzle where everything matters. Can we build a sex dungeon that would do Jane Jacobs proud? If you chain together multiple adjacent partners at the same time, you build up a combo multiplier -- the 1st climax is worth 1 L of semen, but the 4th consecutive climax is worth 4 L.

Code 52