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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

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. At some point, you have to trust yourself, put your work out there, and learn from the process. The toll on mental health can be quite high for solo devs.

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Cash ‘n Guns: Making a Game Physical

Brand Game Development

You have a limited amount of bullets (“Bang”) and blanks (“Click”). You choose a Bang or a Click at the beginning of each round and point your gun at someone. Each round you have a Boss, who can tell one person to change who they’re pointing their gun at.

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4 Things to Expect on the First Play-Test of a New Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Only after your game is functional and has a few mechanics and rules do I recommend bringing in play-testers. This is what you can expect before you reach that point.

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How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. In absence of a Byways -related update to inspire this week’s Dev Diary, I’m answering a question I got from a new game designer a few months back. That’s a good thing!

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7 Subtle Player Behaviors You Should Notice When Play-Testing

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here – it will take you right to the updates at the bottom of the page. After a few play-tests, I changed up the “Event Card” mechanic by doing some tweaks.

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The Agony of the Almost Finished Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Once the core engine and mechanics are in place, board games can be dragged down by easy-to-fix but hard-to-identify issues. Once you reach this point, your game is sell-able.

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How to Play a Lot of Board Games with Little Time and Little Money

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Playing games exposes you to mechanics and design trends. Just understand that you don’t have to spend $15,000 on games like that gamer to be a good game dev.

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