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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. This prototype had many worlds, and a lot of the focus was on jumping between them.

Puzzle 256
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How to Design the Mechanics of Your Board Game

Brand Game Development

The core engine is what’s left when you strip a game of mechanics and obstacles. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. Game mechanics are how we bring the core engine of a game to life. What are game mechanics?

Mechanics 130
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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

As we were prototyping there was still a feeling the game needed more action. We never want the player to feel too powerful, playing more of an underdog role, thus our heroes fight back and repel the pirates with water based weaponry and equipment normally used for farming irrigation. But that’s not all.

Studios 104
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils.” Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Exceedingly difficult The team first built the game in Unity.

Dev 117
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

This finally leads me to prototyping and validation. I do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. The indie community is amazingly helpful, but you will have to fight by yourself with every single element in your own game – and that takes time!

Dev 158
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new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. This early prototype felt weird to play, because the player could just run around the big open landscape and lead monsters on a big chase.

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Mordhau on consoles: “A lot of smoke and mirrors go into making things hit”

PreMortem.Games

The fact that you can tell who you’re up against because of how they fight, not how they look or what their name is. First person slasher genre Triternion was officially founded in 2017, but the roots go back as far as 2014 when two developers built the initial prototypes and explorations in the first person slasher genre.

Console 104