Remove Concepts Remove Playtesting Remove Puzzle
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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

In the upcoming Sci-Fi Action-Puzzle FPS IHAS , from Ukrainian solo developer Vladyslav Pidiashenko , players wake up aboard a giant, desolate spaceship swarming with hostile robots. “I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. It’s used to both fight enemies and solve puzzles.

Dev 104
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

All this before there’s ever any playtesting done. It usually starts with a ‘think pad’, which is basically just a google doc where I write down anything to do with a specific game concept. I played around with a few ideas and one of them was a simple cube rolling puzzle game. So I made a shift in puzzle design to negate that.

Dev 104
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Level Design: Crafting Engaging Environments for Your Game

Logic Simplified

Let’s begin by understanding the concept of levels in a video game. In a game, new motives, challenges, and concepts are added to the game world, while ensuring they increase the degree of difficulty at every level. What drives a video game, and what factors control its engagement? require a unique approach.

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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

Concept Art. Now that our concept art team has nearly completed the designs for all existing assets and items in the Kristala build that needed to be replaced with fresh assets, they're now able to move on to creating brand new items that don't yet have 3D counterparts. 3D Modeling.

Dev 52
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Garrisons 2.0

Grid Sage Games

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? I wrote about this factor in my recent article on game design philosophy.

Beta 52
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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. The design process really started with the puzzle. This concept would end up remaining true into the final design. At this point, I was picturing a 3 x 3 grid of adventurers.

Tile 130
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A dense randomized mini-chess puzzle where everything matters. Violence is usually the first thing to prototype in an action game, but here it surprised me how much work it took to hack violence into an existing system that had no concept of it. L of semen for each one. So for example, instead of redeeming two men for a +3.0

Code 40