Remove Dev Remove Mechanics Remove Playtesting
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. The toll on mental health can be quite high for solo devs.

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Theme vs. Mechanics

Brand Game Development

“Theme-first or mechanics-first” might be the most asked “big question” in the board game community. Theme and mechanics are inseparable parts of board games as a whole. When people talk about mechanics, they tend to mean to strategy, tactics, and rules. There is no hard-and-fast line that splits mechanics and theme.

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Dev Diary: 03/31/17

Brand Game Development

I’ve created a playtesting log and I’ve done 11 tests so far. If you want to learn more about record-keeping and playtesting, I’ve got a great article for you to check out. I take my own advice, and this is what my playtesting log looks like. These tests can all be classified as “movement tests.”

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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. While I get feedback from friends and playtesters, it doesn’t compare to the iteration you get from working with someone who is equally as invested in the project as you are. There have been a few 6-month breaks there.”

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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 do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. The toll on your mental health can be quite high for solo devs. It’s those human mistakes that make us unique.

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Creating the First Version of Game Rules

Brand Game Development

I’m trying something different on the Dev Diary. My hope with the Dev Diary series is that by being really direct and transparent about my own development experiences, you’ll see how I respond to real problems. We’re in this together, game devs. My brother and I ended up liking the drafting mechanic.

Mechanics 130
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Indie dev studio Wikkl Works takes virtual rock climbing to New Heights

PreMortem.Games

Drawing inspiration from their own experiences in bouldering, the team sought to incorporate the exhilarating mechanics of climbing into the game. But we probed and playtested, and we pulled through without changing course to a climbing-inspired arcade game”, says Boogaard. It is great to see that it’s working out so far.”

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