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I Make Board Games in Tabletop Simulator (A Guest Post)

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. Shuffling decks, dealing tiles, and assigning first player at a push of a button is very useful. Join my community of over 2,000 game developers, artists, and passionate creators. Need help on your board game? Need help on your board game?

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A dramatic design shift for Spellstorm

Keith Burgun

At different parts of the bridge there were investment tiles, so on a basic level the premise was kind of, “do I move to a relatively unsafe investment tile, or do I BUMP?” We’ve watched as this language has developed from MTG, to things like Gwent, Codex, Hearthstone Battlegrounds, and most recently Marvel Snap.

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Bringing it Together – The Board Game as a Project

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the ninth of a 19-part suite on board game design and development. Join my community of over 2,000 game developers, artists, and passionate creators. Need help on your board game?

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building a better drafting game

Interesting Choices

Not long after that I started working on a game (then called City Draft) that would be strongly inspired by a few key influences: 7 Wonders for the mechanics and structure, Carcassonne for the idea of placing tiles in a grid, and SimCity for the theme. Science is purely all or nothing. Few viable paths to victory.

Build 40
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. Early in development, I realized that the game would be best if I could fit the experience into a 30-60 minute time frame. There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles.

Tile 130
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

I first prototyped it back in 2019, but I didn't really know how to finish it. Originally this was prototyped as "Saugzwang" and I made it for the 7 Day Broughlike Jam back in 2019. This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending. L of semen for each one.

Code 52