article thumbnail

Brothers: A Tale of Two Sons | Why I Love

GamesIndustry.biz

For those who might not remember this boss fight: to defeat this mind-reading enemy, who could predict all your movements, you had to physically disconnect your controller and plug it into the Player 2 slot controller, so that Psycho Mantis could not read your mind anymore, allowing you to finally defeat him. Read more

Cutscenes 100
article thumbnail

Do you have any tips on making enemy factions feel different to fight against, without spending too much designer and programmer time making full sets of different abilities for each faction? For context, I’m working on a cyberpunk brawler with 3 major enemy factions (corp, gang, cop).

Ask a Game Dev

Starcraft, for example, had all Zerg units regenerate, all Protoss have a combination of shields and health, and Terrans have a mix of organic (healable) units and mechanical (repairable) units. To do this, think about what makes a Corp and try to capture that in gameplay mechanics. Your faction abilities should be similar.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Carlsen’s vision for Cocoon sprang from a fascination with game mechanics. years of development. One day the idea simply popped up”, explains Carlsen.

Puzzle 257
article thumbnail

Hi, I’d like to ask something about dlcs. I apologize in advance if this turns out to be a stupid question but I really have no idea about how game industry works. So… do software houses usually decide the plot of the dlcs together with the main game (or at least before the main game is released on the market) or they tend to wait for the audience’s feedback and then start planning accordingly? Like, when the game is out, a certain character ends up being very popular in the fandom. So… will they decide to focus the dlc on this popular character in order to give ppl what they want or they’re still gonna stick to their original plans? In a few words, could fandom popularity influence the plot of future content of a game?

Ask a Game Dev

We already have the first several seasons of content for this game scheduled - we plan on adding several significant boss fights and content updates over the course of the next year. That boss already has all of its mechanics locked down, all of the art done, all of the voice over recorded, all of the features designed, and so on.

Content 52
article thumbnail

what should one focus on, mechanics-wise, so that in the end players will enjoy losing?

Ask a Game Dev

Not a lot of games do this, but I really like how fighting games have replays of your matches where you can go back and see the inputs and the events that transpired. Most battle royale games offer the ability to spectate or start queueing for a new game immediately upon game loss. Losing can be an opportunity to learn and improve.

article thumbnail

The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

In the past, hybridization was mainly seen in 4X strategy games that merged with puzzle and idle RPG mechanics , but in recent months this phenomenon has spread to titles of all shapes and sizes across the market – not just the hybrid-casual genre. Mechanically, the mode is relatively similar to Blizzard’s Hearthstone.

article thumbnail

Struggling with UA and player retention in a post-IDFA world? Minigames are the answer

Game Refinery

Publishers and studios are constantly looking for new ways to improve these, whether it’s with more powerful ad creative to boost UA or by adding new gameplay mechanics and features to improve player retention. Introducing minigames into your game also provides an opportunity to add new monetization elements.