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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. I played around with a few ideas and one of them was a simple cube rolling puzzle game. So I made a shift in puzzle design to negate that. And the biggest pitfalls?

Dev 104
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10 Elements of Good Game Design

Brand Game Development

On the other hand, playing Tasty Humans has short turns, which helps the game stay snappy even though it’s a brain-burny puzzle game. one place I’ve encouraged surprise is the facedown card mechanic. If you hate the game you’re playtesting, do something different. Predictability is the bane of games.

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Become a Patron on Patreon?

Sirlin

Patrons helped playtest and also just point out errors or give suggestions how to improve things. At the $25 subscription level, patrons get all that plus they can see all the latest gameplay materials for the tabletop games so they can make their own print-and-play version, and they will get builds of the digital games when those are ready.

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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. Music is an important piece of the Kristala puzzle. Concept Art. Take a look!

Dev 52
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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. Shooters got creamed”, too, he said – down 33%. Kress predicted another two years of western market decline at around 5-10%.

Games 59
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Garrisons 2.0

Grid Sage Games

I’m reminded of Beta 11’s spicing up the main complex with Heavies and Cargo Convoys , though in this case it’s not just adding one or two new mechanics but instead about turning Garrisons into proper branch maps in terms of content distribution… Encounter Architecture.

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

Brand Game Development

Particularly when hard choices come from simple mechanics. 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.

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