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Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.
Narrative design has always been an important part of video game development, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. The story has multiple main and side characters, and besides the mystery theme, there are also some romance and LGBTQ themes.
With the clear trend of increasing dramatic in casual games: its time for developers across the industry to ask themselves: is our audience more interested in new gameplay, or new stories? Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes.
Developers run out of time and budget eventually. Is there a way to add variety with minimal developer and test time? Each has a puzzle you have to solve, and the puzzles all use different abilities and parts of the engine. Problem #3: Key Character Cutscenes Are Too Similar The story of Z:TotK is a mixed bag for me.
The side quests and smaller interactions in the game are good, those cutscenes are great. I really wish big AAA game developers would stop stretching everything as thin as possible. Other pros and cons PRO : The combat is extremely developed and really fun and cool. actually a remake? But still, it’s super fun.
Astronomical observatory simulator, manipulating telescope POV, rotating planets on lens display like dioramas or puzzle boxes, relaxing, immersive 360 experience in space, UX pillars: precision, real-time, comfortable distances, avoiding locomotion sickness. A reliable system of interaction for puzzle mechanics. Not necessarily!
With a knack for puzzle, arcade, and simulation games. Making a successful Match-3 is one of the most challenging tasks a mobile game developer can tackle. That’s why so many of the top Match-3 games belong to a handful of developers. You need a lot of stars to align and hopefully don’t run out of money in the process.
none of Dishonored's morality system and I think this is good, the "stealth puzzle = humane cage free assassination" philosophy has aged poorly imo 69% less stealth. Perhaps as a result, Egor is one of the least interesting and less developed characters in the game unfortunately. TUTORIAL The tutorial happens across 3 in-game loops.
This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. As I have mentioned elsewhere, I’m starting pre-pre-development on an RPG of my own, and so this is something I’m thinking about a lot for that game. They are findable. The same is true for secrets in games.
Indeed, one of the main starting points for the design was that it wouldn’t be a puzzle, standing in contrast to the highly puzzle-like nature of Advance Wars. This is not a development that I would have expected 10 years ago when I set out on this journey to pursue this kind of system, but it is pretty exciting.
But it's just pretty standard puzzle-solving and troll-dodging. You can’t put the nuance of human relationships in gameplay, and telling story through cutscenes kind of sucks. When you want to get to the puzzle-solvy and the zappy-zappy, there's no time for idle chit chat. The sons go on an adventure.
It skips from action to pvp games to puzzles to boss fights with blinding speed. It is worth buying this game just to see what it’s like when a game's developers really pay attention and never miss a chance to give a bit extra. It's really sharp and well-observed, and it isn't a cutscene. All killer, no filler.
So… DikuMUDs started to add scripting systems , which were generally much more limited than the ones on LPMuds, but fit better with the whole “fill out some rows in a form to add content” development model. Highly narrative, intricate puzzles, and immersive storytelling. Breadcrumbs, dialogue trees, cutscenes, progression paths.
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