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4 Lessons from Sagrada for Aspiring Board Game Designers

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. Your objective is to score the most victory points. You also make sure to fill in as many spaces as possible on your board and keep as many “favor tokens” as possible by the end of the game. Take note, aspiring game designers!

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A Simple Approach to Player-Designed Robots

Grid Sage Games

Even more than being a tactical roguelike, Cogmind is a strategic game about engaging in a dynamic form of this process, repeatedly replacing and upgrading components as you go. And based on the current situation, or plans for what’s to come, you can even pivot your whole build at one point or another. It’s a cube.

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How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. I even blind play-tested it at a game design convention. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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Diablo: Immortal and Aesthetic Gacha-ism

Keith Burgun

Designed to be played for thousands and thousands of hours, but in a way that feels extended rather than as a natural byproduct of its basic gameplay. Monsters and encounters are re-used way beyond the point where they’re interesting anymore. Entire UIs or “star rating systems” are copy pasted from other games.

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Buildbox Tutorial: The Basics For Absolute Beginners (With Video)

SOVEREIGN MOON

So what we’re going to do in order to make our lives a bit easier, is we’re going to use the wizard to set up our game. Once our game is set up we’ll be brought to our mind map page. This page is designed to allow you to control your top level game mechanics and game flow. So let’s fix that.

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5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Last Saturday and Sunday, I attended my first board gaming convention – Protospiel in Atlanta. This is the most hellish scenario in which a board game can be played.

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Kyzrati’s Game Design Philosophy

Grid Sage Games

Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work. Difficulty.