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How do you go about setting time limits when relevant? Does someone just play through the section and set it? Playtesting? Do you put together some formula?

Ask a Game Dev

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.

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

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.

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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

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.

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Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

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.

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7 Lessons from Monopoly for Aspiring Board Game Designers

Brand Game Development

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!

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new Quake map: Tell Me It's Raining

Radiator Blog

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.

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How to Make Board Game Rules

Brand Game Development

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?

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