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2023 was the year of creepy fishing adventure Dredge by Black Salt Games

PreMortem.Games

Playtesting is a major and frequent part of our development process so we had confidence throughout that we had a really good experience on our hands. They wanted to break away and create something different, so they started prototyping game ideas to work on. Dredge was one of three prototypes they created.

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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

They wanted to break away and create something different, so they started prototyping game ideas to work on. “We We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. They’d begin the minigame, which starts the reel spinning.

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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

They wanted to break away and create something different, so they started prototyping game ideas to work on. “We We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. They’d begin the minigame, which starts the reel spinning.

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GenoTerra - The finished prototype.

Mnenad

Prototype is ready! But I can now proudly announce that a playable prototype for the video game GenoTerra is finished (and I graduated with the Master in Design *yay*). Using this method, I tried to reach a new level of visual coherence in the prototype. Watch the new trailer for GenoTerra right here: 96.

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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

” does not give them same context as “In playtests we found that a turn-based paradigm fits the prototype best, which answers questions raised about the prototype’s gameplay last week.” ” A Tool, not a rule As always, BLUF is a tool – not a rule.

Writing 104
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Indie dev studio Wikkl Works takes virtual rock climbing to New Heights

PreMortem.Games

The idea for New Heights emerged as a personal prototype, driven by the desire to create a game focused on exploration rather than violence. To continuously improve the climbing system and make it more realistic while maintaining an enjoyable gameplay experience, the team engages in discussions with playtesters, climbers, and programmers. “We

Indy 104
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

All this before there’s ever any playtesting done. If I’m happy with this design, I’ll prototype it and test that prototype. “Having full control over the entire project and its creative direction counts as a pitfall too. When working in a team ideas bounce around, feedback is given etc. I realized I missed this aspect a lot.

Dev 104