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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. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting.
“I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. That’s why I wanted IHAS to deal with so many philosophical concepts.” A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.” It’s used to both fight enemies and solve puzzles.
I usually start with a location or concept from which I build a ‘mind map’. But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I
Former Street Fighter designer / Evolution staff member / writer of competitive gaming guide is working on a new fighting game focusing on easy execution, great online play, and will be free to play." It's clear that we're cut from the same cloth and have similar experiences with competitive fighting games. Did you hear the news?
” Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. There is some bitter truth behind the joking that Monopoly makes families fight. Watch your playtesters’ reactions.
A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Playtest a Ton. Think long and hard about how much you want the game to fight back against the players. With this in mind, let’s talk about how exactly you can make board game rules. I have some guidelines.
Yomi was "a fighting game in card form" that I made before making the actual fighting game Fantasy Strike. Now, Yomi 2 is a re-imagining of that fighting-card-game concept. These are updated pretty often based on feedback and playtesting from patrons.
Finally, we discuss what Geiger's moves will be in the Fantasy Strike fighting game. Within a couple days, I plan to post a big update to the Codex print-and-play version (for $25+ patrons) that has dozens of balance changes based on the last month of playtesting.
I had a playtest with a friend of mine one day, and he noted that we have a lot of resources and they are all kind of “similar” We had gold, mana, health, storm shards, and blast tokens, and they all kind of felt the same in how they moved throughout the game. +1 I also think this concept of a breakout rule is important.
So how do we actually bring all of these concepts together practically? We can then break down the components for the activities… traveling, interacting/talking with NPCs, fighting, etc. We can then try these values to start with for our playtests and see how they feel. That’s no coincidence; it’s the core of systems design.
This aligns with the concept that although Exiles prototypes are meant to be very good, they’re also usually flawed in some way, such as eventually breaking down, blowing up in your face, or something in between :P. As is the changes are too new and we’ll have to see what real playtesting turns up. Fine tuning.
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. Some concepts: More enemies could show up? Failing that (gets blasted in a fight? hacking attempts unsuccessful?),
Gabriel Tanko – Concept and 2D Art. Everything would work out as designed if the player started fighting in the new area but of course players will surprise you. Fix the problems we identified during the playtest. I’m pretty sure we’ll be doing some more playtests in the near future. Ovidiu Mantoc – Level Design, 3D Art.
The main drawback is clearly the massive heat generation, which had me running multiple cooling systems and/or injectors, and still sometimes backing off from larger fights to cool down. This reflects the concept that all such parts are interconnected with the Scrap Engine and other constructs. Construct Naming.
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