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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 The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery.

Puzzle 257
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Column • The Pure Product – Every video game ultimately becomes a story

PreMortem.Games

Author: Richard Dansky Every video game ultimately becomes a story. The elements of the game, even and perhaps especially the narrative ones, are inert until they are suddenly interacted with by the player. The game, in all its complexity and grandeur and expense and expended sweat, comes down to a story.

Games 197
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Attracting investors and publishers with the right kind of game demos

PreMortem.Games

Disclosure: This article has been written as a part of a paid cooperation with Xsolla Game demos are as important to a successful game marketing strategy as trailers and advertising. A game demo is more than a condensed snapshot of your game. What kind of demo do you need? The most commonly used form is a prologue.

Demo 239
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Button City by Subliminal Gaming wins the 2024 Diverse Voices, New Stories Challenge

PreMortem.Games

Games for Change , in partnership with HP and Google Play, announced the winners of the second annual Diverse Voices, New Stories Challenge at the 2024 Games for Change Festival. The challenge is an initiative to improve representation and increase visibility for underrepresented game developers in the mobile gaming industry.

Puzzle 104
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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 The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery.

Puzzle 104
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Why NYT’s Connections makes you feel bad

Raph Koster

Connections T he new daily game at the New York Times is called Connections , and I’ve seen a few people comment that they just don’t like it as much as Wordle or Spelling Bee. I thought it would be interesting to contrast this to Word Dad , a puzzle game made by my friend, master game designer John Cutter.

Puzzle 112
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Do you have any tips for designing great puzzles?

Ask a Game Dev

When designing a puzzle, a designer must think of the process by which the player interacts with them. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path.

Puzzle 52