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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

SPOILER WARNING: I keep specific story spoilers vague, but I do have to talk about what happens in the games somehow. Still, you can argue that it's a stunning achievement just to be able to debate these questions in a video game. Actors often hold up objects awkwardly so you can click on them. You talk but they don't listen.

Indy 52
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The Beautiful Closed World of Shenmue III

iHobo

If you want my review of Shenmue III it would be 'play this game if you have ever enjoyed a Shenmue game or are interested in unusual approaches to game narrative' It takes me quite a while to get around to playing games these days, which helps insulate me from jumping to kneejerk conclusions about what I've been playing.

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Is your baby ugly? We took ours out to find out.

Rindoku

Showing your game to strangers for the first time can be a little nerve wracking. What we learned about the game. The feedback about the game was better than we could have hoped. People liked the game but there was also useful feedback (and observation) of where we can improve. Still too much clicking required.

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How to make your dream game, publish it and not die in the process

Mircosoft Game Dev

Despite being the lead developer of Godot, I have almost 20 years of experience developing and shipping games, and a decade of experience as technical consultant. I didn't become rich (yet :D) making games, but I learned a lot in the process. Many games were released, but a large amount were abandoned.

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How I Deal With Harassment, Abuse, and Crazies In General.

The Bottom Feeder

I Am a Public Figure When I release a game or write something visible to the whole world, even a tiny something (Warning: Twitter counts!), Game designers, writers, comic artists. If hit with the wrong email at the wrong time, she will be thrown off her game for a day, or three. There will always be fights.

Writing 93
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Fantasy Strike's Features

Sirlin

There are several notable features and innovative things about the game, so I’ll summarize them here. Sometimes it’s pushing forward design in a new way, or usability, or technology, or even in introducing features or ways of doing things from one genre and applying them to another when it hasn’t been done before.

Fantasy 52
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On Backtracking in Roguelikes

Grid Sage Games

Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since open world games generally allow backtracking by default.