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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

At Geometric we put gameplay first, and we will always build our games around strong gameplay ideas”, says Carlsen. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. Cocoon’s development journey spanned a challenging 6.5

Puzzle 257
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.

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A Little Something

Grumpy Gamer

It's interesting to build an RPG (using the term very loosely) where you have the option to play the entire game with no combat and it's still fun. Fight if you want, don't if you don't and it's equally as fun but it affects the narrative. Undertale did this but in a subversive way.

Tile 130
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A Little Something

Grumpy Gamer

It’s interesting to build an RPG (using the term very loosely) where you have the option to play the entire game with no combat and it’s still fun. Fight if you want, don’t if you don’t and it’s equally as fun but it affects the narrative. Undertale did this but in a subversive way.

Tile 130
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Staying alive is all the victory you can hope for in The Forever Winter by Fun Dog Studios

PreMortem.Games

And every enemy you down makes an exponentially more threatening reply from the warring factions, who might take a small break from their own fights to hunt you down.” Players take on the role of scavengers, or scavs, that have no allegiance to the fighting factions. They’re a mere mouse in a maze, scrounging for scraps. Or die trying.”

Studios 166
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

That’s when I formed the idea of building a new colony sim from the ground up, centered around the idea of exploration and travel. One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils. It looked really exciting to me, he says.

Dev 104
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new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. This early prototype felt weird to play, because the player could just run around the big open landscape and lead monsters on a big chase.