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

PreMortem.Games

He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. All this before there’s ever any playtesting done.

Dev 104
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10 Elements of Good Game Design

Brand Game Development

On the other hand, playing Tasty Humans has short turns, which helps the game stay snappy even though it’s a brain-burny puzzle game. one place I’ve encouraged surprise is the facedown card mechanic. If you hate the game you’re playtesting, do something different. Predictability is the bane of games.

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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios.

Dev 52
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Garrisons 2.0

Grid Sage Games

I’m reminded of Beta 11’s spicing up the main complex with Heavies and Cargo Convoys , though in this case it’s not just adding one or two new mechanics but instead about turning Garrisons into proper branch maps in terms of content distribution… Encounter Architecture. …alert level xD.

Beta 52
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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

Particularly when hard choices come from simple mechanics. In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. I knew I needed a mechanic that gave players a choice of one adventurer from several options.

Tile 130
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

In each of the design diaries that I have written so far, I have focused on a specific game mechanic or isolated portion of the game. However, in hindsight, the decision trivialized the “crown” mechanic that I had included to determine the drafting order. In playtesting, the time between turns has rarely been an issue.

Tile 130
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A dense randomized mini-chess puzzle where everything matters. L loss or often worse, since cops can exploit the same chain reaction mechanic as the player. In my playtests, it felt like the best tactic is to try to trap the cop in the corner with your body while the AIs coordinate a big orgy that gives you a huge payout.

Code 52