Remove Balance Remove Build Remove Playtesting
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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

Compelling gameplay loop Balancing the creation of assets, the Mojsovski brothers share that the assets are a mix of marketplace acquisitions and in-house development. This approach allowed them to create a compelling gameplay loop and build a captivating story around it. “Talk with the players and do lots of playtesting.

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Importance of playtesting in game design

Logic Simplified

One vital approach used during game development is playtesting. So, what is playtesting and how is it an essential part of game development? What is a playtest? A playtest is a method to see what works in terms of gameplay mechanics. Let’s find out.

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Final Factory by Never Games takes automation into space and adds bullet-hell

PreMortem.Games

Final Factory blends factory building and spaceship design with RTS-style troop commanding and classic bullet-hell gameplay. Hence the premise of the game is that you are a Von Neumann probe, sent to consume all the resources in the Universe and build the ultimate (final) factory. Pretty impressive for a largely solo-developed game. “At

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Windstorm: The Legend of Khiimori takes equestrian gaming to 13th century Mongolia

PreMortem.Games

Here, they will build and cultivate their nomad camp and undertake missions as an ancient courier rider, delivering packages across the diverse Mongolian landscape. We’ll soon be conducting first playtests with the horse-loving target audience to make sure riding controls and animations hold up to scrutiny.”

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Ancient China comes to life in Thriving City: Song by White Star Studio

PreMortem.Games

This city-building sim takes players back to the Song Dynasty, where they must navigate the challenges of settling a town, cultivating the land and expanding the city. When the team first decided to make a sim management style game, they quickly settled on a city building sim. “We But it took some tweaking to get the right balance.

Studios 104
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Feral Cat Den is pushing the audio-visual boundaries of games with Nirvana Noir

PreMortem.Games

We seek to build long-form interactive storytelling that features the tactile interactions and transition heavy animation that we’re familiar with. Build games holistically Although the debut game Genesis Noir was quite successful, the team at Feral Cat Den didn’t immediately start working on a sequel. “We

Art 138
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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Some individual items take days or even weeks to build. Balancing Levers The idea of “post-balance” from this article’s title doesn’t mean no balance. I’ve organized an overview of some of Cogmind’s special item balancing mechanisms below. They’re that crazy.

Balance 52