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10 Elements of Good Game Design

Brand Game Development

When I was a neophyte game developer, I found an excellent article by Wizards of the Coast, creators of Magic: the Gathering , called Ten Things Every Game Needs. No matter what type of game you’re making, these 10 elements are critical to making a good game. Need help on your board game? A clear objective.

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Become a Patron on Patreon?

Sirlin

I want to show you some of what I'm working (Codex, Flowchart, and a Fighting game) and tell you about Patreon. During Pandante development, I posted dozens of versions of the game board, cards, rules, etc. Patrons helped playtest and also just point out errors or give suggestions how to improve things. Instead.it's fun.

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new Quake map: Tell Me It's Raining

Radiator Blog

I also tried to tackle another design weakness of mine -- I rely a lot on fights with shotguns. But giving the player some of the most powerful weapons in the game, right from the beginning, quickly led to pacing problems. Compared to that, a big horde in an open space has more replay value and survives the dev grind a bit better.

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Learn How To Use Data to Build and Grow Hit Games - Part 1

Deconstructor of Fun

Oleg has built his data driven product management expertise working on some of the biggest games as well as some of the biggest social platforms in the World. GoPractice is also highly recommended by some of the top mobile games companies, which is how I originally got connected with Oleg.

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Garrisons 2.0

Grid Sage Games

In the time since Garrisons were added, however, a combination of relevant changes to the game started putting pressure on their original design: Many more full branch maps were added, along with factions, each with their own enticing reasons to visit them compared to the weaker incentives for entering a Garrison.

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