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In Guntouchables enemies power up with the upgrades that you leave behind

PreMortem.Games

To make sure all upgrades and weapons are properly balanced, Game Swing does playtests throughout development. Add to that, that the whole core of the game relies on that balance to be right to provide enough challenge, without becoming unfair or impossible. Yes, I would say balancing is the hardest part.

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In Guntouchables enemies power up with the upgrades that you leave behind

PreMortem.Games

To make sure all upgrades and weapons are properly balanced, Game Swing does playtests throughout development. “We Add to that, that the whole core of the game relies on that balance to be right to provide enough challenge, without becoming unfair or impossible. Yes, I would say balancing is the hardest part.”

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Playtesting is a huge part of the process, but also biased if you find yourself asking the same individuals for help. Theres no safety net, no one to delegate tasks to, and its easy to get stuck in your own head.

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Yellow Paint in Game Design: Clarity or Crutch?

Game Designing

Playtesting Pressures Many studios conduct rigorous playtests in controlled settings. These techniques require more design iteration and playtesting, but they often result in more immersive worlds. Balance Guidance and Discovery: Players enjoy figuring things out. Watch how real players interact with your levels.

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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“The balancing of the game between two players,” Olczyk explains. “Playtesting is key. We love the freedom that comes with remote work. It allows us to be flexible, creative and work in a way that suits us best.” ” So what exactly was the biggest challenge? ” The solution?

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How to Build a Game Design Skill Tree

Game Designing

Playtesters said the combat felt static because there was nothing to unlock, no sense of progression. Playtesters barely noticed when they earned a new skill point. It reflected the game’s aesthetics and inspired players to balance offense and defense in their builds. Playtest relentlessly. Playtesters hated it.

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

PreMortem.Games

Still, Nowell strives to maintain a healthy work-life balance. Playtesting Patrik Nagy , a 20-year-old software development student from Hungary, began working on simple games at age 12, driven by a passion for programming and game development. No amount of playtesting is ever enough, he says. I want to work smart, not hard.