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Solo dev Patrik Nagy on his game Backrooms Media “No amount of playtesting is ever enough”

PreMortem.Games

No amount of playtesting is ever enough,” he says. “I No amount of playtesting is ever enough. I tried to ensure I heard all the players’ opinions and did many playtests with thousands of players, but there were still flaws at release.” The toll on your mental health can be quite high for a solo dev.

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Indie dev studio Wikkl Works takes virtual rock climbing to New Heights

PreMortem.Games

Intricate mechanics The dev team faced two major challenges when translating the physical act of climbing to gameplay mechanics: replicating the intricate mechanics of grip, support, weight, and motion, and ensuring user-friendliness. Of these, the climbing system proved to be the most demanding task.

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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. All this before there’s ever any playtesting done.

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

PreMortem.Games

One of my close friends, Ches Denison, joined me working 5-10 hours a week as a playtester, game designer, and just a general jack-of-all-trades-guy. Once playtesting began in early 2023, player feedback further refined my vision. Plus, maintaining a healthy work-life balance is the most important thing you can do as a game dev.

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Among Us VR dev talks about how to create immersive worlds

Game Analytics

Playtesting is crucial at this point. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It As a multiplayer PvP (player versus player) game, it’s critical to get the balance right between crewmates and imposters. We added a light, but it didn’t help.

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How to Make Board Game Rules

Brand Game Development

A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” ” Rules are really tricky to do right because you have to serve two purposes: balance the game and communicate clearly. Making Balanced & Clear Rules. Playtest a Ton. Rules vs. Rulebooks.

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3 Signs It’s Time to Quit Working a Board Game Design Idea

Brand Game Development

Finding the balance is difficult, and I think many creatives lean too much into the former category. Now look, some parts of game design – like playtesting or accessibility testing – can be tedious. The post 3 Signs It’s Time to Quit Working a Board Game Design Idea appeared first on Brandon the Game Dev.