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10 Elements of Good Game Design

Brand Game Development

In Tasty Humans , points are earned by monsters for eating people and arranging their body part tiles in certain ways in the monster’s stomach. There are limits to exactly how you can place tiles, and you don’t always get what you want. If you hate the game you’re playtesting, do something different.

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Bringing it Together – The Board Game as a Project

Brand Game Development

Drapple is an abstract, tile-laying gardening game. Every iteration of each game has to be created somehow and there are A LOT of iterations – usually a new one after each playtest, especially in the beginning. I also try to go to as many conventions as I can and playtest as much as possible.

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I Make Board Games in Tabletop Simulator (A Guest Post)

Brand Game Development

Shuffling decks, dealing tiles, and assigning first player at a push of a button is very useful. Tabletop Simulator doesn’t just let people play before pledging, it’s also a great place to design and playtest games. The post I Make Board Games in Tabletop Simulator (A Guest Post) appeared first on Brandon the Game Dev.

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Full UI Upscaling, Part 5: Completion and Demos

Grid Sage Games

Although I already demonstrated much of the first new modal UI layout in an earlier forum announcement , I figure I could review those features here in order to provide closure to this series, plus cover some related dev topics as well as the second modal layout.

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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

Players weren’t just drafting which tile they wanted most; they were also picking their turn order for the next round. Is it worth taking that better tile at the expense of picking last next round? It is much more interesting than if it was simply “which tile do you want most?” Cathala leveraged a simple twist.

Tile 130
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles. Each Leader tile provides an additional goal for how to maximize the “satisfaction” of their monster. They have just a single Leader tile and their monster’s unique “personal craving.” The Race to the Finish.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. A dense randomized mini-chess puzzle where everything matters.

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