Remove Concepts Remove Mechanics Remove Point and Click
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Something I want to feel in a game rather than a structured concept. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. At some point, you have to trust yourself, put your work out there, and learn from the process.

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Fly into the unknown with Void Sails by Ticking Clock Games: “We’re self-funding our debut”

PreMortem.Games

According to Carlos Casals , 3D Artist and Co-founder of Ticking Clock Games, “We were throwing around all sorts of mechanics and game genres, but we kept coming back to one image; a flying ship.” ” In terms of the 2D art, the team was fortunate to find an artist that clicked. So, really it was a no-brainer!”

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4 Things to Expect on the First Play-Test of a New Board Game

Brand Game Development

Click here. Only after your game is functional and has a few mechanics and rules do I recommend bringing in play-testers. This is what you can expect before you reach that point. Other times, it takes a long time to even get a game to a point where you can finish a single play-through. Early play-testing photo.

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How To Play-Test the Rules of Your Board Game

Brand Game Development

Click this picture for some backstory! Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Short-term mechanic testing. Let’s start with a simple mechanic such as dealing damage. They explain, limit, and clarify. Private testing.

Mechanics 130
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Board Game Review: Terraforming Mars

Brand Game Development

ALSO earn the most points by the end of the game. The cards are projects, which act as event cards you can play to get points and try to terraform Mars. Maybe this is standard for engine-building games, but it was a new concept to me. (It’s At that point, the “Production Phase” begins. Ok, enough chit chat.

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Birth of Byways: A Peek Into My Early Board Game Development Process

Brand Game Development

Click here. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game.” The game’s mechanics center around that.

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5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Click here. It’s been a wild weekend, so I’ve distilled the best of the lessons down to simple points. They look for mechanics and general play-ability. On the flip side, with a polished prototype, people will spot everything – unclear rules, ambiguous text, crappy mechanics, and so on.