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The gorgeous visuals of Bionic Bay that Juhana Myllys calls Painterly Pixel Art

PreMortem.Games

The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. Back in 2019, I was wasting time on Reddit and came across a short clip from a demo in r/indiegaming”, says Myllys. “I He’s also planning the overall game design.

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Unity Bolt Tutorial: How to Add Triggers & Switches

SOVEREIGN MOON

In today’s tutorial, we take things a step further by teaching you how to use triggers and switches in order to help you create more interesting game mechanics. Triggers are powerful tools in the world of game design because you often use triggers to accomplish common game objectives. Do you love game design?

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

Despite its complex characters and topics pushing against the confines of video game culture, there are still many compromises for the video game format. It takes good parts of other good games, and skilled talented people spent lots of time and money on it. The cult of the game industry is most powerful of all.

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Secrets in Videogames

Keith Burgun

Secrets are hidden, but findable parts of a game that help give games a sense that there is “more than meets the eye” and that this is a world , not just a content delivery mechanism.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

This points to a general problem with treating sexual moods like immutable video game character classes. So in hindsight, a better game design analogy for sexual roles would've been "stances" or "buffs" that freely change and/or stack. L loss or often worse, since cops can exploit the same chain reaction mechanic as the player.

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

When CoDO development started, there was barely any successful 3D free-to-play shooter in the west and free-to-play design as a whole was fairly unexplored outside of Facebook games. The only examples of F2P shooters at scale were Korean (Crossfire) and Chinese (Assault Fire/Ni-Zhan), both focused on pay-to-win mechanics.

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