Remove Balance Remove Mechanics Remove Tile
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How to Design the Mechanics of Your Board Game

Brand Game Development

The core engine is what’s left when you strip a game of mechanics and obstacles. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. Game mechanics are how we bring the core engine of a game to life. What are game mechanics?

Mechanics 130
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Why Some Puzzle Games are More Addicting Than Others?

Deconstructor of Fun

In such a highly competitive space, innovation is the key to creating new opportunities, and we've seen that with the rise of Physical Match and Tile Match games. Titles like Match Factory , Triple Match 3D , and Tile Busters have successfully carved out space by introducing fresh mechanics to the puzzle category.

Puzzle 52
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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. In my first Designer Diary post for Tasty Humans , I talked about the mechanics of dropping shapes (which represent the titular “Tasty Humans”) in order to fill up the stomach of the each player’s monster. So What Next?

Tile 130
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From Casual to Complex: 7 Trends that Shaped Gaming 2024

Deconstructor of Fun

AppLovin is seeing high-IP games use ad-based monetization from the hyper-casual world, while casual titles layer in complex mechanics. Revamping Mechanics to Match User Expectations Mechanics like tile placement have surged in popularity as they blend accessibility with high engagement.

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

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. Interacting with the wider world is entirely optional. Being a new engine, Godot is still rough in places.

Dev 104
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My Elephant in the Room, Part 1

Designer Notes

So, why should I go back to make a historical, tile-based 4X game? Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. New borders would come from tile specialists and urban improvement.

Tile 98