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No one Talks about the Stamina Bar in Farming Games?

Yobob Games

There are other ways to play with this fatigue and stamina concept. It probably took me 6 months to implement, iterate, and polish this concept up. It also doesn’t have to be stamina bars, it can just be about how fighting is done in farming games or talking to an npc. Effectively increasing your stamina by 24!

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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Concept Art. After Concept Artist Harold reimagined each level area in the demo, we then had him concept out the individual props that will be needed to carefully detail each environment. We really liked the concept of the existing logo, but we wanted to see what it would look like with a more realistic clock tower.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

In addition to being our first in-person convention in over two years, Play NYC was also the first time we've exhibited a version of Kristala that features our brand new player character and custom combats animations.plus a fast-paced, exciting mini-boss fight! link] Concept Art. We can't wait to go back again next year!

Dev 52
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

The high visual polish and stellar production values adorn a solid but predictable gameplay loop: you fight through dungeons with random rooms / enemies, collect resources, and bring them back to your hub to build up your village and its inhabitants. A high concept with a high execution. But also veganism?

Indy 52
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Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. This fighting game health mechanic is too fussy and unreliable for a busy shooter. no mind control) only 5 powers (+1 PvP only power). Limited regen (e.g. No hoarding / shopping trips.

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The Kristala Dev Blog - Issue #36

Astral Clock Tower Studios

Concept Art. When we last met, our concept art team was working on finalizing a few last-minute items needed for our Vertical Slice. With these icons completed, James was then able to turn his attention back to creating a few detailed concepts featuring a bunch of the custom VFX we've got in the works. Staff Parry Icon.

Dev 52
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The three most important qualities in an RPG

Keith Burgun

Also, worth listening to my conversation with Pete Seicienski on his “Adventure Games” concept, which is very much related to this Sense of Wonder thing ). Although it’s definitely important to notice that all RPGs use both systemic and narrative cues to create a sense of wonder.

Fantasy 52