Remove Fighting Remove Game Designer Remove Indy Remove Puzzle
article thumbnail

COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon, the intricate puzzle adventure by Jeppe Carlsen , known as the lead gameplay designer of Limbo and Inside, launched to raving reviews after 6.5 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.

Puzzle 254
article thumbnail

Gamer Deep Lore, Exhibit #3. The Tomb of Horrors.

The Bottom Feeder

It was famously designed by Gygax to mess with the players in his own campaign and provide meat for players who came to him and said they could beat anything he threw at him. The main problem, alas, is that, while it IS a fascinating landmark for game design, it is not a good adventure. The older one is my copy.) Pwned, n00b.

Horror 69
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

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

Radiator Blog

There's a Portal-like moment where you escape the puzzle. Can't wait for the full frontal in the next game!) Wayward Strand by ghost pattern This is a young adult sidescrolling storybook sort of game about hanging out on a steampunk airship recommissioned as a flying hospital / retirement home in rural Australia circa 1980.

Indy 52
article thumbnail

God of War Ragnarok: Five Game Systems In One Bag

The Bottom Feeder

That fight really stomped me." "Do Designers are sensitive and can generally pick up non-verbal cues. When I watch someone play one of my games, I can pick up when they switch from enchanted to annoyed. So I went onto Twitch and YouTube and watched how Serious Gamerz did the hard fights. Was that line meant to be a joke?"

article thumbnail

Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge.

article thumbnail

Stuff and Things and Monkey Island

Grumpy Gamer

About a year and a little more ago, as I began designing the uber-awesome DeathSpank , I played all the way through The Secret of Monkey Island to refresh myself on the puzzles and dialog. During the early stages of the Monkey Island design, we would watch old Errol Flynn era pirate movies.

Puzzle 52
article thumbnail

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

Mircosoft Game Dev

Starting over, is the game commercially viable? This is where 99.99% of indie developers and studios make their main and most fatal mistake. And no, it's not the scope that makes the game viable or inviable. A lot of articles you read about making a successful game will tell you to keep your scope small to avoid risks.