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Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting.
After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” It’s used to both fight enemies and solve puzzles. Playtest early. I have a lot of respect for solo indie developers, but I often struggle with the limitations and it is not what I want to be doing long-term.
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I definitely recommend getting feedback from external playtesters at each step “On each one of those steps I end up having one or more concrete ‘products’. The toll on your mental health can be quite high for solo devs.
Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Although we weren’t making games, the tech for Mixed Reality was identical to making games, so I picked up a lot of technical ability with Unity, game dev, shaders and more.” Especially early-on.
A long fight should feel like a protracted fight and the time limit should reflect that. A short fight should feel like a sudden burst with a lot of pressure to finish it quickly. After we set our estimate, we playtest it to see how it feels.
I also tried to tackle another design weakness of mine -- I rely a lot on fights with shotguns. Compared to that, a big horde in an open space has more replay value and survives the dev grind a bit better. The water is now boring and blue. To try to push players upwards, I activate low gravity on wave 7 of 10.
There is some bitter truth behind the joking that Monopoly makes families fight. Watch your playtesters’ reactions. With so many issues, it seems unlikely that Monopoly was thoroughly playtested. At the very least, it wasn’t playtested to modern standards. That’s not how family games are meant to go!
Playtest a Ton. Think long and hard about how much you want the game to fight back against the players. The post How to Make Board Game Rules appeared first on Brandon the Game Dev. With all this said, how does one create rules that fulfill the twin purposes of balancing the game and communicating clearly?
If you hate the game you’re playtesting, do something different. Tasty Humans is about monsters fighting humans instead of the other way around, which gets a sick laugh out of everybody who sees the game. Don’t just playtest it and refine the mechanics. This seems obvious, but never lose sight of it.
You fight to take the throne either through military conquest or economic prowess. There might be a room for playtesting prototypes at some cons, but they are often small and not very well attended. The post How to Get Started with Board Game Conventions as a Board Game Creator, Part 1 appeared first on Brandon the Game Dev.
After months of toiling in a secluded attic, the last weeks of which were particularly grueling, we finally took Second Hand to its first public showings: first to Dev-Play in Bucharest and shortly thereafter to Clujotronic in our very own Cluj. It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Color me excited!
We can then break down the components for the activities… traveling, interacting/talking with NPCs, fighting, etc. We can then try these values to start with for our playtests and see how they feel. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent questions: The FAQ
Beta 11 is finally tackling this project, and we’ve already seen it manifested across propulsion , weapon mechanics , storage units , fabrication and more, but the comprehensive item-by-item review has only come to pass as part of the conclusion to this dev cycle. The biggest change there was simply yet more significant damage buffs.
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. The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay.
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