Remove Balance Remove Development Remove Point and Click
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.

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Jussi Kemppainen is exploring AI-assisted game development with Echoes of Somewhere

PreMortem.Games

With the discussions over the use of AI in game development raging on, Jussi-Petteri Kemppainen , Lead VFX Artist at Mainframe Industries and founder of Dinosaurs Are Better , spends his spare time to see what all the fuss really is about. “To produce a point and click game, and to document the creation of a partly AI-generated game.”

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

PreMortem.Games

Void Sails by indie developer Ticking Clock Games is a single-player action-adventure RPG that takes players on a thrilling journey through mysterious worlds, where they captain a flying ship across uncharted space. ” In terms of the 2D art, the team was fortunate to find an artist that clicked. So, really it was a no-brainer!”

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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

Working under the name of MystiveDev the Mojsovski-brothers actively include the player community in almost every aspect of development. So, when a player comes to a ‘choice point’ with, for example, three buttons, they may click only one that opens a certain path and locks the other sections. Our games are made for the players.

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How to Tell When Play-Testing Feedback is Useful or Not

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Play-testing is so critical in board game development that I’ve dedicated several articles to the subject. Two, they might not understand the game – see the previous point.

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The Agony of the Almost Finished Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Join my community of over 2,000 game developers, artists, and passionate creators. I’d like to talk about this part of game development. They just lessen the experience.

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Player choice is key in Bohemian Pulp’s debut game Let Bions Be Bygones

PreMortem.Games

The turning point came when I experimented with adding normal maps to 2D graphics” he says. Quickest method “I then fine-tuned the resolution level of the pixel art, seeking a balance that would spark players’ imaginations while leaving enough room to fill in the details.

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