Remove Balance Remove Playtesting Remove Prototyping
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. It started with a simple idea: What if a katana gave you insane movement abilities?

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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. ” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. “Playtesting is key. We love the freedom that comes with remote work. ” So what exactly was the biggest challenge?

Puzzle 138
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Indie dev studio Wikkl Works takes virtual rock climbing to New Heights

PreMortem.Games

The idea for New Heights emerged as a personal prototype, driven by the desire to create a game focused on exploration rather than violence. To strike a balance, the team aimed to automate as much of the body movements as possible while retaining the meaningful choices that players make while climbing.

Indy 104
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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. They still need to balance this pre-production with finishing the studio's other projects too. What's the balance?

Art 147
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

All this before there’s ever any playtesting done. If I’m happy with this design, I’ll prototype it and test that prototype. And generally I maintained a pretty healthy work life balance for the most part of it. “Having full control over the entire project and its creative direction counts as a pitfall too.

Dev 104
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Level Design: Crafting Engaging Environments for Your Game

Logic Simplified

Prototyping This stage involves prototyping different ideas including level layout design, character design, gameplay elements and mechanics, and other core concepts, before finalizing them for the cemented stage of the game production process. Create the right balance of challenge and reward throughout the game.

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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Exiles Prototypes. ASCII art for Exiles prototypes.

Balance 52