Remove Balance Remove Concepts Remove Tile
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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. I decided that the basic gameplay was going to involve filling up a grid with tiles. What determines how well that player did given a grid is filled with different tiles? So how do you do it? So What Next?

Tile 130
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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Balancing Levers The idea of “post-balance” from this article’s title doesn’t mean no balance. On the contrary, as you probably know, Cogmind is big on balance , an emphasis achieved initially through adherence to carefully designed patterns and formulas.

Balance 52
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

Tile 40
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How to Design the Mechanics of Your Board Game

Brand Game Development

The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. I’ve listened to so many designers describe how through play-testing, a game came out dramatically different then their initial concept because the new version was more fun.

Mechanics 130
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Five Problems With Chess

Tom Francis

The pawn is a shitshow of clumsy balance changes. Unlike every other piece, it can move to some tiles only if they’re empty, and to others only if they’re occupied, and only if by an enemy. Stalemate is a wildly stupid concept. And it’s pawn movement you chose to patch? That’s not it!

Concepts 100
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Morphblade And Imbroglio: Making A Game To Test A Critique

Tom Francis

They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. At this point you live or die by what tiles happen to be between you and it – if they all do 1 blue damage and the enemy has 4 blue health, you are dead.

Tile 52
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Can Playrix' Puzzle Breakers Crack Zynga's Empires & Puzzles?

Deconstructor of Fun

One could even make an argument that the less puzzling cores such as bubble shooter or tile blasting are not as good of a fit for an audience like this. After carefully composing a balanced team of fighters, the player takes their party of stalwart heroes into battle. This speaks of the importance of the core gameplay. Core Gameplay.

Puzzle 52