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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon, the intricate puzzle adventure by Jeppe Carlsen , known as the lead gameplay designer of Limbo and Inside, launched to raving reviews after 6.5 years of development. While he didn’t immediately embark on this ambitious project, the concept lingered in his mind and gradually took shape as a concrete game design.

Puzzle 257
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Mind Diver by Indoor Sunglasses “There are shockingly few games about love”

PreMortem.Games

It’s the brainchild of six developers from Copenhagen, operating under the name of Indoor Sunglasses. “I thought that trying to piece together what happened in the past felt like a puzzle – a puzzle you could turn into a super emotionally powerful video game”, he says.

Puzzle 245
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How digital showcases helped make A Little To The Left an indie hit

GamesIndustry.biz

The cozy puzzle game about organising household items was created by Max Inferno, a development team consisting of Anne Macmillan (art and animation) and Lukas Steinman (design and programming). It started as a game jam concept that was expanded upon and added to Itch.io, where it frequently found itself at the top of the charts.

Puzzle 143
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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon, the intricate puzzle adventure by Jeppe Carlsen , known as the lead gameplay designer of Limbo and Inside, launched to raving reviews after 6.5 years of development. While he didn’t immediately embark on this ambitious project, the concept lingered in his mind and gradually took shape as a concrete game design.

Puzzle 104
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‘Doki Doki AI Interrogation’-developer YAMADA explores the role of AI in games

PreMortem.Games

Japanese indie game developer Yamada has used ChatGPT as a key design element for his latest project, Doki Doki AI Interrogation. He had to set up strict boundaries and even make the AI powered character ‘drunk and forgetful’ to pull it off, but, according to the developer, the experience has moved players to tears.

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Puzzle Dependency Charts

Grumpy Gamer

In part 1 of 1 in my series of articles on games design, let's delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Gary and I didn't have Puzzle Dependency Charts for Maniac Mansion, and in a lot of ways it really shows. It's Sunday. Let's build one! There is nothing (NOTHING!)

Puzzle 59
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4 Lessons from Exit Games for Aspiring Board Game Designers

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. You see, the whole concept of the game is that you are trapped in [insert place] and you have to solve riddles to get out. The game is full of mysteries, riddles, and puzzles. They can also only be played once due to their nature.