Remove Data Remove Fighting Remove Mechanics Remove Terrain
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Rebalancing Cogmind

Grid Sage Games

Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.

Balance 52
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On Backtracking in Roguelikes

Grid Sage Games

Being able to backtrack is generally going to be more realistic in the RPG sense--of course your character should be able to go back and pick up that item they left behind, or fight that enemy that scared you away before. Not universally so, to be sure, but grind tends to be more of a roguelite thing.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich. The grand scene).

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Empires & Puzzles - From a Failing Company to a $700M Acquisition in a Year

Deconstructor of Fun

data from the ever amazing Sensor Tower. This deconstruction will cover: The game’s core loop Why having chosen a basic match-3 mechanic was a safe bet What other games have tried The game’s features and to which kinds of players it caters How time-limited offers and events are run successfully. data from the unrivalled GameRefinery.

Puzzle 52
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Garrisons 2.0

Grid Sage Games

I could save the data to revisit it later, after adjustments are made. Rampant terrain destruction is awesome, by the way ;). So, uh, what’s a flexible mechanic that ties into a bunch of other mechanics already? Failing that (gets blasted in a fight? Sample Garrison content list from Beta 11.

Beta 52