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UFO50, the Only Game You'll Ever Need

The Bottom Feeder

Two games that everyone was impressed by (including me) are Party House (a delightful deck-builder) and Mortol (a puzzle platformer where you advance by killing your guys). Block Koala is a neat puzzle game. The rules for its puzzles probably wouldn’t stretch to fill a 20 hours game (the ways you can move are VERY restrictive).

Games 93
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Attracting investors and publishers with the right kind of game demos

PreMortem.Games

It should be polished, free of bugs, and thoughtfully tailored to create a captivating first impression in anticipation of your full release. Best practices for publisher demos Ensure your publisher demo shows off your game’s bug-free, core gameplay loop, that works on the systems and screen resolutions that the publisher has available.

Demo 239
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Why Adventure Games Suck

Grumpy Gamer

What makes most games tough to play is that the puzzles are arbitrary and unconnected. It's an advanced puzzle, I was told. It is bad design to put puzzles and situations into a game that require a player to die in order to learn what not to do next time. Backwards Puzzles. Puzzles should advance the story.

Puzzle 162
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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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Why Adventure Games Suck

Grumpy Gamer

What makes most games tough to play is that the puzzles are arbitrary and unconnected. It’s an advanced puzzle, I was told. It is bad design to put puzzles and situations into a game that require a player to die in order to learn what not to do next time. I disagree. What is the reasoning? There is none.

Puzzle 130
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Friday Questions #3

Grumpy Gamer

Lancelot's Hangover: After beta testing, what do you do if you realize a series of puzzles doesn't work. Do you cut off the whole series of the puzzles (meaning wasting time/art/effort)? Do you try to make those puzzles easier by giving more explicit hints through dialogs and hotspot/object descriptions?

Puzzle 130
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Friday Questions #3

Grumpy Gamer

Lancelot’s Hangover: After beta testing, what do you do if you realize a series of puzzles doesn’t work. Do you cut off the whole series of the puzzles (meaning wasting time/art/effort)? Do you try to make those puzzles easier by giving more explicit hints through dialogs and hotspot/object descriptions?

Puzzle 130