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

PreMortem.Games

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. I played around with a few ideas and one of them was a simple cube rolling puzzle game. I realized I missed this aspect a lot.

Dev 104
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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. Some concepts: More enemies could show up? I wrote about this factor in my recent article on game design philosophy.

Beta 52
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A dense randomized mini-chess puzzle where everything matters. Violence is usually the first thing to prototype in an action game, but here it surprised me how much work it took to hack violence into an existing system that had no concept of it. L of semen for each one. So for example, instead of redeeming two men for a +3.0

Code 52