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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. “Our games improve significantly thanks to the feedback we receive and we take it seriously when refining mechanics and puzzles.”

Puzzle 138
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How to Play-Test the Mechanics of Your Board Game

Brand Game Development

We’re picking up where we left off last week with How to Design the Mechanics of Your Board Game , so read that if you haven’t had the chance yet. Today, we’ll be focusing on testing game mechanics after you design them. A quick recap: game mechanics are how we bring the core engine of a game to life.

Mechanics 130
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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. 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. Play the Katanaut demo on Steam , full release later this year.

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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

The collaboration extends to game mechanics and gameplay loops, where player feedback plays a crucial role in shaping the final product. 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. “I say it’s 50/50.

Horror 211
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Fly into the unknown with Void Sails by Ticking Clock Games: “We’re self-funding our debut”

PreMortem.Games

According to Carlos Casals , 3D Artist and Co-founder of Ticking Clock Games, “We were throwing around all sorts of mechanics and game genres, but we kept coming back to one image; a flying ship.” “With a small team and some pretty big ambitions, balancing priorities, time, and skills has been tough and still is!”

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Two engineers build the physics-driven engineering parody The Enjenir

PreMortem.Games

What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It From the building mechanics, all the way to the third person character movements. Does it improve the mechanics of the game? We judge each feature based on three criteria.

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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. As part of this drive, for months I’ve been creating over 100 new items, most of them including new mechanics.

Balance 52