Remove Balance Remove Playtesting Remove Puzzle
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Feral Cat Den is pushing the audio-visual boundaries of games with Nirvana Noir

PreMortem.Games

Evan Anthony: “Alternating between two timelines with such different visual designs, mechanics, and stories has been a real brain puzzle for us. They will have to talk to a diverse set of characters and find clues in dialogues and intricate puzzles, and unravel a conspiracy that could bring the world to its end.

Art 138
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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. I played around with a few ideas and one of them was a simple cube rolling puzzle game. So I made a shift in puzzle design to negate that. But these people aren’t necessarily the people that play challenging puzzle games. I realized I missed this aspect a lot.

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Level Design: Crafting Engaging Environments for Your Game

Logic Simplified

Even so, different types of video game-level designs, such as shooter-level design, platformer-level design, puzzle-level design, multiplayer-level design, etc. Playtesting Playtesting involves testing a game with real players to assess its design, functionality, and entertainment value. require a unique approach.

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Istanbul Gaming Summit 2023

Deconstructor of Fun

Running through the market by genre, Kress noted that King has done quite well, but other genres had suffered badly, with strategy, RPG, match puzzle, and casino games all down double digits. Diversify revenue model Cilingir urged game-makers with games skewed heavily toward either ad or IAP-based monetisation to balance their revenue mix.

Games 59
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Garrisons 2.0

Grid Sage Games

In playtesting so far this (among other benefits we’ll get to later) is already clearly tempting players who would otherwise always prefer regular branches over infiltrating a Garrison. Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below.

Beta 52
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. Acquiring more Leader tiles gives the player more to try to balance. In playtesting, the time between turns has rarely been an issue. A great board game feels challenging and interesting throughout.

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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. Not to mention it organically balances the game by attaching a cost to tiles that are strictly better. At this point, I have playtested Tasty Humans over fifty times.

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