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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.
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.
In this blog, we look at some of the new and interesting ways developers have implemented minigames into some of the most popular mobile titles on the market, from Royal Match’s Wordle-inspired potion puzzle to Goddess of Victory: NIKKE’s recreation of Dave the Diver.
platforming, parkour mechanics and puzzle-solving, all tightly synchronized to a pulsating urban soundtrack. Play the demo now on Steam. For Barcelona-based Gatera Studio , their debut title ANTRO is more than just a game, its a statement. Set in a dystopian future where humanity has been forced underground, ANTRO combines 2.5D
The rise of hybridization in mobile games has resulted in game developers experimenting with new gameplay mechanics and features from other genres to drive engagement, something that’s often done via limited-time events. Some developers have added extra mechanics to their race events to keep things fresh and rewarding.
The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. Back in 2019, I was wasting time on Reddit and came across a short clip from a demo in r/indiegaming”, says Myllys. “I We are very excited about it”, says Myllys. “It’s
Evan Anthony: “Alternating between two timelines with such different visual designs, mechanics, and stories has been a real brain puzzle for us. They will have to talk to a diverse set of characters and find clues in dialogues and intricate puzzles, and unravel a conspiracy that could bring the world to its end.
When we showed the demo at EGX, the average playtime was forty minutes and we were having to kick people off to let others have a go.” And so, the duo started exploring different ways to turn talking into a puzzle. Press B to express Doubt’, for example, is a classic case of mismatch between gameplay scenario and mechanical input.
Escape From Hadrian’s Wall Demo out now! Escape from Hadrian’s Wall During the interview, Jim Gray reflected on the journey of developing his first studio game demo, Escape from Hadrian’s Wall , describing it as both exhilarating and challenging.
Although two games have significant differences in core mechanics, we found out, as a part of our Travel Town deconstruction, that the main reason for its take-off is a unique approach to LiveOps and monetization. Time-limited levels create time pressure that is unusual for meditative puzzle games. Match Factory! ’s
Escape From Hadrian’s Wall Demo out now! Escape from Hadrian’s Wall During the interview, Jim Gray reflected on the journey of developing his first studio game demo, Escape from Hadrian’s Wall , describing it as both exhilarating and challenging.
Steam organises a recurring event called the Steam Next Fest : Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch livestreams, and learn about upcoming games on Steam. Dark Crypt by @DaisyGames3 is a puzzle game with a horror setting, well on topic for the spooky season! Mechanic 8230.
I chose the City Sample Demo because it already looks amazing, and since the class lessons were in using the Take Recorder instead of environment building, this seemed like a win for my time spent and potentially having something cool for my portfolio. City Sample Demo 3D environment.
Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. You can listen to our episode of the Game Raven Review podcast right meow! Concept Art.
After over a year of exhibiting at various online game conventions, we can't properly tell you how stoked we are to be presenting an exclusive build of Kristala—featuring our revamped demo level—at this year's Play NYC convention. In the full version of Kristala, you'll be able to choose from one of six different clans.
In last month's dev blog installment, we introduced you to the progress we'd commenced on the overhaul we're currently giving to the entirety of the Kristala demo—including characters, enemies, levels, and more. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo. Let's dive in.
With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo.
We really loved how the demo was looking at the end of 2020, but we thought it embodied a bit more whimsy than it did darkness, so we've officially embarked on a complete overhaul of the entire demo level, including character models, level design, environments, and more. Are you ready to get dark, dear friends? Concept Art.
Begin by meticulously brainstorming the genre, storyline, and gameplay mechanics that will distinguish your game from the crowded market. Whether you opt for a mind-bending puzzle, an immersive adventure, or a heart-pounding action game, ensure that your idea stands out and resonates with your intended audience.
Since then, we've been laser-focused on our next big milestone: completing the entire vertical slice for Kristala.Which means we're inching closer and closer to the official release of the game's demo too. Both the Nisargan Impaler and Rosethorne swords Cass worked on this sprint will be available to you in the Kristala demo.
For example, keep it simple for an older player of a casual puzzle game versus a hardcore gamer who understands managing resources and more complex systems Game economists must be careful to balance monetization techniques without blocking the fun. Many spun out from Nokia, Rovio, and Supercell. The scene has stabilized a little now.
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