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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? In War Co. ,

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Marvel Snap - The Definitive Deconstruction

Deconstructor of Fun

At that point, Second Dinner revealed that their first project just so happens to be a licensed Marvel IP, which the team has been working on for six months already and is currently beginning to playtest. Fastforward to September of 2022 and the game, Marvel Snap, is finally out globally after a considerable amount of time in soft launch.

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Bringing it Together – The Board Game as a Project

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the ninth of a 19-part suite on board game design and development. Need help on your board game? Games are more than just what’s in the box. Who is Carla?

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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. In each of the design diaries that I have written so far, I have focused on a specific game mechanic or isolated portion of the game. At the beginning of the game, a player’s objective is simple.

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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

One of the hallmarks of good board game design is being able to create hard choices. Particularly when hard choices come from simple mechanics. Let’s talk about how you can create hard choices in your board game. Need help on your board game? When selecting a game mechanic, it is the most familiar solution.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. L loss or often worse, since cops can exploit the same chain reaction mechanic as the player.

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