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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

Something that seems to offer a challenge, but is actually a perfectly balanced system so that no one ever feels frustrated. Which is only avoided with a well-defined hierarchy of power and/or competencies that not everyone in the indie world is willing to assume. For me, these are not games, they are guided tours!”

Fighting 222
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The Art of 2.5D: How It’s Redefining Game Design 

iXie gaming

From indie studios to AAA developers, 2.5D This makes it ideal for fighting games, Metroidvanias, and RPGs. This makes it perfect for indie developers and cross-platform releases. Metroidvanias & Indie Games: Innovation Without Complexity Dead Cells and Cuphead prove that 2.5D merges the best of both worlds.

Art 52
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Top 4 Scheduling Strategies for Indie Filmmaking on a Tight Timeline

Filmustage

For Indie Filmmaking, the magic of crafting a cinematic vision often clashes with the harsh reality of limited resources and tight timeline production. Making a successful Indie Film Schedule is an art form in itself. To strike the perfect balance you can use the following scheduling strategies: The Art of Prioritization ?

Indy 111
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Wrapping up 2023 • Celebrating the life and works of solo developers

PreMortem.Games

Solo dev Graham Reid: “Being part of a like-minded community is really important” Young Dutch indie developer Lente is something of a free spirit. Every man and his dog has made an indie game but no one has painted a game yet. A point of interest in the indie game sea.” Having a solid, realistic plan is everything.”

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. RimWorld is balanced around sitting on a single map, with everything easily accessible. Godot doesn’t feel quite as chaotic as Unity did at times.

Dev 104
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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. and I think this balance tuning is intentional. Limited regen (e.g. It would feel terrible.

Fighting 130
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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

We never want the player to feel too powerful, playing more of an underdog role, thus our heroes fight back and repel the pirates with water based weaponry and equipment normally used for farming irrigation. Fortunately with so much water all around the player is never too far from a refill to keep the fight going.”

Studios 104