Remove Content Remove Fighting Remove Puzzle
article thumbnail

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 The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. years of development.

Puzzle 257
article thumbnail

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 The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. years of development.

Puzzle 104
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

[Event Spotlight] How Mobile Game Developers Can Boost Engagement In The Casual Puzzle Genre With Competitive 1v1 Events

Game Refinery

This has become especially prevalent in the puzzle subgenre, with around 75% of casual puzzle games in the US top-grossing 200 implementing these features. Only 15% of casual puzzle games in the US top grossing 200 have implemented it, despite it proving reasonably effective at boosting performance in several level-based puzzle games.

Puzzle 52
article thumbnail

Can Playrix' Puzzle Breakers Crack Zynga's Empires & Puzzles?

Deconstructor of Fun

The mobile hit Empires and Puzzles (E&P) by Small Giant Games (acquired by Zynga) has made over $600M in net-revenues while racking up around 60 million installs. While there have been numerous clones and follow up titles trying to get a piece of the ever growing puzzle RPG pie, none of them has had any meaningful success.

Puzzle 52
article thumbnail

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 produced a lot of content and had some success, but it wasn’t all that sustainable. It’s used to both fight enemies and solve puzzles.

Dev 104
article thumbnail

What do you think is best bang for your buck for dev time to player time (besides multiplayer)? Alternately, what’s the worst (but still worth it)?

Ask a Game Dev

The ultimate result of this kind of system-driven combinatoric gameplay is generally in one of two core gameplay paradigms: Procedural content generation , i.e. the game systems themselves create new content through a bunch of randomized decisions resulting in novel game content for each playthrough.

Dev 52
article thumbnail

Why NYT’s Connections makes you feel bad

Raph Koster

I thought it would be interesting to contrast this to Word Dad , a puzzle game made by my friend, master game designer John Cutter. A brief aside on puzzles All three of these are more correctly called puzzles, of course. This means that really, puzzles and games are terms that are matters of degree, not kind.

Puzzle 112