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Four Tips to Make Your Murder & Loot Game Painfully Addicting!

The Bottom Feeder

At some point in the last several decades of video games, everything became a role-playing game. Turns out, if your game design is a little lacking, all you need to do is spackle on a bit of "Make bars fill up to make numbers get bigger to make bars fill up." Nobody could write Asteroids now. Restrictive terrain.

Games 75
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Rebalancing Cogmind

Grid Sage Games

The scope of this rebalance is way too large to cover in its entirety, and while I don’t plan to write about every aspect, we’ll be looking at the broad strokes and pick out some representative examples here and there. This is a pretty good example of the heavy influence interface limitations can have on game design.

Balance 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. The grand scene).

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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). and not be compatible with many of the encounters anyway, since knowing which direction the player will enter from is often an important part of their design. I wrote about this factor in my recent article on game design philosophy. hacking attempts unsuccessful?),

Beta 52
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That Lonesome Valley as cowboy coin crusher

Radiator Blog

A homophobic English farmboy is forced to work with a hunky Romanian farmhand, and so inevitable muddy fight sex and simmering romance ensues. You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia. The romantic interest Bud is a local ranchhand assigned as a guide.

Pixel 52