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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Phasmophobia Up to four players can join together in a horror investigation of haunted locations. The game uses voice recognition and proximity-based voice chat, adding to the immersive multiplayer experience. Implementing spatial voice chat can significantly improve immersion in cooperative games. What worked? What worked?

Games 78
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14 low-budget, highly successful story games

Game Analytics

One of the reasons why hyper-casual games are so popular is due to how quick and easy they are to make. Simple controls, artwork, and game design make it easy for any developer to pick up. There are other ways to build a game on a budget. Lifeline by Three Minute Games. This is definitely a game for any H.P.

Horror 109
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Wrapping up 2024 • Celebrating the life and works of solo developers

PreMortem.Games

Inspiration Solo developer Hitori (working under the name Hitori De productions) always dreamt of creating games by himself. For his debut game Supernormal , Hitori was inspired by the much-hyped, but never-released horror game Allison Road. Still, Nowell strives to maintain a healthy work-life balance.

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A deep dive into the beautiful (video) game in A Tale of Two Halves by Bitmap Books

PreMortem.Games

Football Game Development Moss conducted over a dozen in-depth interviews with football game designers for the book. His research revealed just how difficult it is to create a great football game. Developers also have to balance realism and fun, something that Moss found fascinating.

Balance 156
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Gamer Deep Lore, Exhibit #3. The Tomb of Horrors.

The Bottom Feeder

The myth, the legend, the 1978 Dungeons & Dragons murderfest Tomb of Horrors. It was famously designed by Gygax to mess with the players in his own campaign and provide meat for players who came to him and said they could beat anything he threw at him. Tomb of Horrors is a very cool experiment, but it is not a well-considered one.

Horror 79
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Five Problems With Chess

Tom Francis

The pawn is a shitshow of clumsy balance changes. OK, so as far as I can tell, the pawn has always been fiddly all the way back to chaturanga, the game chess comes from. A draw is almost always a failure of game design: a 1v1 game implicitly promises a victor, when it ends in a draw the design could not deliver what it promised.

Concepts 100
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designing magic: planeswalkers & lorwyn

Interesting Choices

No one was completely happy with how they worked yet, and the balancing of a new card type was proving tricky. sacrifice an Elf: Put a 1/1 black Elf Horror token into play. The set really didn't need a whole new card type for players to have to learn. The Planeswalker team needed more time. Play this ability only during your upkeep.

Racing 40