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Designing Puzzle Strike 2

Sirlin

I wrote an article about the design of Puzzle Strike 2, which you can find here. I’ll post several more articles about the game’s design, which will all appear on this handy index page that’s just for Puzzle Strike 2. Puzzle Strike 2’s Kickstarter page is here.

Puzzle 52
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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

Both to celebrate the launch and to share knowledge, I’d like to share the thoughts of Ryan Langewisch, designer of Tasty Humans. His unedited original post can be found here. Let’s talk about how those goals emerged during the design process. Another that scores 2 points for hand tiles that are diagonal from it.

Tile 130
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Become a Patron on Patreon?

Sirlin

The part that has turned out the most FUN to me, and to my patrons I think, is that I can post every update of everything I'm working on there, big or small. During Pandante development, I posted dozens of versions of the game board, cards, rules, etc. So that encouraged me to post even more there, and so on.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. Create an account 2. Sign up for their newsletter to be informed when the latest deconstruction drops. From our sponsor: Do you need funds to finish, release, or promote your game?

Baking 52
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What Web3 Games Should Learn from Designing Fun Game Markets

Deconstructor of Fun

TWIG #216 Ubisoft Staff Threatens to Strike over 4-Day Work Week / Laying out the Bull case for Mobile ? Designing Game Markets to be Fun Markets are increasingly a component of games. For a market game designer, revealing information should be an orchestrated event. Volatility should be an important design lever as well.

Games 52
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new Quake map: Tell Me It's Raining

Radiator Blog

This post spoils what happens in my Quake map. I wanted to continue this process but with a different type of space, a small dense interior -- so for this map, I've adapted the layout from fy_iceworld from Counter-Strike. I also tried to tackle another design weakness of mine -- I rely a lot on fights with shotguns.

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Deathloop deconstruction / design thoughts

Radiator Blog

SPOILER WARNING: this post spoils levels, main quests, and gameplay systems in Deathloop I guess this post is my contribution to Deathloop discourse. This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things.