Remove Concepts Remove Dev Remove Fighting Remove Playtesting
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7 Lessons from Monopoly for Aspiring Board Game Designers

Brand Game Development

” Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. There is some bitter truth behind the joking that Monopoly makes families fight. Watch your playtesters’ reactions.

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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.” Playtest a Ton. Think long and hard about how much you want the game to fight back against the players. The post How to Make Board Game Rules appeared first on Brandon the Game Dev. I have some guidelines.

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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I usually start with a location or concept from which I build a ‘mind map’. I definitely recommend getting feedback from external playtesters at each step “On each one of those steps I end up having one or more concrete ‘products’.

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Is your baby ugly? We took ours out to find out.

Rindoku

After months of toiling in a secluded attic, the last weeks of which were particularly grueling, we finally took Second Hand to its first public showings: first to Dev-Play in Bucharest and shortly thereafter to Clujotronic in our very own Cluj. It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Color me excited!

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Ask a Game Dev - Untitled Article

Ask a Game Dev

So how do we actually bring all of these concepts together practically? We can then break down the components for the activities… traveling, interacting/talking with NPCs, fighting, etc. We can then try these values to start with for our playtests and see how they feel. That’s no coincidence; it’s the core of systems design.

Build 52
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Rebalancing Cogmind

Grid Sage Games

Beta 11 is finally tackling this project, and we’ve already seen it manifested across propulsion , weapon mechanics , storage units , fabrication and more, but the comprehensive item-by-item review has only come to pass as part of the conclusion to this dev cycle. The biggest change there was simply yet more significant damage buffs.

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Garrisons 2.0

Grid Sage Games

In playtesting so far this (among other benefits we’ll get to later) is already clearly tempting players who would otherwise always prefer regular branches over infiltrating a Garrison. The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay.

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