Remove Balance Remove Concepts Remove Mechanics
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Games Speak through Mechanics, Not Rules

Brand Game Development

Core Engine: If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game. Mechanics: Games are not very good until you have constraints that make it hard for players to achieve the objective.

Mechanics 130
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Rival guilds and a dragon landlord all contribute to the rowdy charm of Dungeon Inn

PreMortem.Games

The concept evolved from there, eventually centering on an inn caught between two rival guilds of adventurers. From mechanics to level design and even the story and visuals, the team has worked to align everything with this focus. Difficulty Balancing Balancing the games difficulty has proven to be quite difficult.

Balance 129
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How to Design the Mechanics of Your Board Game

Brand Game Development

The core engine is what’s left when you strip a game of mechanics and obstacles. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. Game mechanics are how we bring the core engine of a game to life. What are game mechanics?

Mechanics 130
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“The balancing of the game between two players,” Olczyk explains. We throw ideas around, different puzzle mechanics, narrative elements and unique interactions,” Olczyk says. ” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. ” The solution? .”

Puzzle 138
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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

Reflecting on the game’s core concept, Khoroshavin shares, “The very first idea was that I want to make a game about an old protagonist that can traverse via boat. The control mechanics are integral to the gameplay, allowing players to operate Kazimir and his staff both together and independently.

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Something I want to feel in a game rather than a structured concept. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks.

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Deliver At All Cost by Far Out Games is a destructive joyride through a 1950s wonderland

PreMortem.Games

We have really worked hard on making each mission a different and fun experience that introduces a unique mechanic.” It was definitely a challenge,” Olsson admits, referring to balancing player freedom with cohesive level design. Beyond the joy of destruction, Deliver At All Cost offers players a wide variety of missions.