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The Final 100 Play-Tests: How to Put Final Touches on a Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. This is a process I follow to ensure a game’s quality. This method may not be appropriate for every developer, every team, or every game, but it is one I like. Need help on your board game?

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Colony: Letting Leaders Lead without Losing Losers (A guest post by Burt Yaroch of the Healthy Gaming Network)

Brand Game Development

Brandon: The following is the second guest post by Burt Yaroch of the Healthy Gaming Network. Today he shares with us a game he really enjoys: Colony. Burt: I’ve fallen in love with Colony by Bezier Games, designed by Ted Alspach, Toryo Hojo, and N2 (the pen name for Yoshihisa Nakatsu). Need help on your board game?

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Battle Passes - Everything You Ought to Know and Then Some

Deconstructor of Fun

But they’ve long since stopped being exclusive to mid-core, cosmetic-driven games and nowadays are present in a constantly growing amount of genres and games. It’s also important to understand that Passes are not a straightforward feature to balance that can be applied to any game without risks.

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Why Pokemon Unite Hasn’t Reached the Top (yet?)

Deconstructor of Fun

And it’s also not that difficult to get the talent to build these games as we developers want to make MOBAs because we love playing them on PC. But what is confusing is that MOBAs continue to get greenlit despite no evidence that these games could succeed in the Western markets. MOBAs struggle in the Western markets.

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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Not that you should ever talk to a game dev.