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10 Elements of Good Game Design

Brand Game Development

In Tasty Humans , points are earned by monsters for eating people and arranging their body part tiles in certain ways in the monster’s stomach. There are limits to exactly how you can place tiles, and you don’t always get what you want. If you hate the game you’re playtesting, do something different.

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Bringing it Together – The Board Game as a Project

Brand Game Development

Drapple is an abstract, tile-laying gardening game. Every iteration of each game has to be created somehow and there are A LOT of iterations – usually a new one after each playtest, especially in the beginning. I also try to go to as many conventions as I can and playtest as much as possible.

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A dramatic design shift for Spellstorm

Keith Burgun

At different parts of the bridge there were investment tiles, so on a basic level the premise was kind of, “do I move to a relatively unsafe investment tile, or do I BUMP?” Indeed, Spellstorm originally started as a sequel to Dragon Bridge, a larger and more fleshed out version (with better art). The Value of Cards.

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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Sample ASCII art from among the 100 new items. They will likely get some tweaks after playtesting, and purely from a theoretical design standpoint I think it may be necessary to at least require that charged items remain attached to retain their charge. Some individual items take days or even weeks to build. They’re that crazy.

Balance 52
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Full UI Upscaling, Part 5: Completion and Demos

Grid Sage Games

. “Semi-modal” 45-Row UI Layout Although players are free to continue using the full 60-row layout originally designed for Cogmind, anyone who does not mind sacrificing some convenience in exchange for greater cell size can use 33% larger tiles and text by switching to a 45-row layout.

Demo 52
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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. A dense randomized mini-chess puzzle where everything matters.

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