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The three-year-old studio is working on a puzzle title its investors say 'has the type of commercial mindset required to succeed in a demanding mobile market.'
Financial success Solo dev Tuomas Auronen , operating under the name Redbeak Games , looks pretty relieved three days after the launch of his game Mortal Glory 2. The game is developed by Californian solo dev Michael Cosio, working under the name of Tainted Pact. Here Below is an attempt to pool resources between small devs.
That moment of interaction, whether it be a button press or a joystick move or whatever, taps the potential of the dev teams hard work and lets it spring to life. And that, my friends, is all we as game devs can hope for. Every players experience is in fact different.
In the upcoming Sci-Fi Action-Puzzle FPS IHAS , from Ukrainian solo developer Vladyslav Pidiashenko , players wake up aboard a giant, desolate spaceship swarming with hostile robots. After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” How did you get the idea for IHAS?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games. The puzzle genre is a powerhouse in mobile gaming, generating over $7 billion annually in in-app purchases (IAP). Succeed in the market.
Laying down the backbone puzzles for Act 1. Jul 24, 2020 Started the Puzzle Dependency Chart for Act 1. May 25, 2022 Yep, this dev diary didn’t last long. Taking longer than I thought. Hope to get Dave’s contract done by tomorrow. Jul 23, 2020 First “real” design meeting with dave. Thinking about the ui.
Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off. Gone Home anchors its story focus with voice acting, narration, simpler puzzles, and wry realism. The Witness fully commits to hundreds of puzzles at the scope of an open world game.
Solo dev Graham Reid: “Being part of a like-minded community is really important” Young Dutch indie developer Lente is something of a free spirit. Solo dev Lente lives and works on a boat and that shows in her game Spilled! Despite being a solo dev all that time, he never really struggled with his motivation. “I
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games. For puzzle games, which thrive on repeated play and consistent engagement, daily missions offer a particularly compelling opportunity.
Part of 2024's cohort is Rafif Kalantan, an emerging narrative and game designer from Saudi Arabia who spoke to GamesIndustry.biz about her journey from studying computer science to winning the 2023 Yugo BAFTA Student Award for her puzzle game Eros Xavier's Love Solutions. Read more
Laying down the backbone puzzles for Act 1. Started the Puzzle Dependency Chart for Act 1. Yep, this dev diary didn't last long. Taking longer than I thought. Hope to get Dave's contract done by tomorrow. Jul 23, 2020. First "real" design meeting with dave. Jul 24, 2020. Jul 27, 2020. Jenn started. Jul 28, 2020. Nov 18, 2020.
Developers of indie puzzle game Orgynizer have claimed that Unity said organisations like Planned Parenthood are "not valid charities" and are instead "political groups." In a blog post, the EU-based developer LizardFactory said the plans to charge developers up to $0.20
That’s how I worked on the level design and puzzles in Raccoo Venture, for example. Although the levels often underwent changes after testing in the 3D environment, when you start to feel the dynamics of the level and the puzzles. There it will go through another polishing stage until reaching an acceptable product.
UFO50 was developed by six indie devs over seven years. Two games that everyone was impressed by (including me) are Party House (a delightful deck-builder) and Mortol (a puzzle platformer where you advance by killing your guys). Block Koala is a neat puzzle game. I bet the devs are doing ok, and I'm glad. Tower Defense.
He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs.
are answered in his regularly updated dev blog. Kemppainen details the journey: “It starts with writing and coming up with a general outline of the story and the main puzzles. For absolutely key puzzles or story beats this must be done, but for less important things I usually just change the script.”
I'm a solo dev working on my first commercial project, WINCH IT OUT. It's a hardcore, physics-based driving puzzle platformer set to release later this year.
When designing a puzzle, a designer must think of the process by which the player interacts with them. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path.
Cult will be responsible for publishing Galacticare – the sci-fi hospital management game by War for the Overworld dev Brightrock Games – as well as the next title from Witch Beam, the studio behind the multi-BAFTA winning puzzle game Unpacking. Read more
Our fifth place entry is a puzzle game where you need to manipulate a stream of particles using attractors. Solve puzzles while casting magic spells to find your way out. Top 5 Lets take a closer look at the top 5 entries! Syneed Syneed by Hiina ranked 5th with 13 ratings (Score: 3.705). Our third place is a horror karaoke game.
Derby-based Bulkhead is best known as the team behind World War 2 shooter Battalion 1944 and first-person puzzle game The Turing Test. UK developer Splash Damage has acquired Bulkhead for an undisclosed sum. The acquisition was mentioned in a press release for Transformers: Reactivate, which was announced during last night's The Game Awards.
Headquartered in British Columbia, Canada, Simply Sweet Games is a fully remote studio that is currently developing its inaugural mobile title – the roguelike word puzzle Criss Cross Castles. Industry veterans Tina Merry and Carina Kom have formed a new studio, Simply Sweet Games.
Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. I still love to see how things work, and if they are broken I love the puzzle of how to fix it. All advice for new game devs is to work on small projects, and make as many as you can. Try to enjoy the work.
Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. I still love to see how things work, and if they are broken I love the puzzle of how to fix it. All advice for new game devs is to work on small projects, and make as many as you can. Try to enjoy the work.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games.
Part of the reason Escape Rooms appeal to people who don’t normally play games or solve puzzles is the physical experience. However, different people can focus on different puzzles. They can freely float from puzzle to puzzle with no real penalty. The appeal of Escape Rooms is in the physical experience.
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ We want the players to have a specific experience (e.g. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
The game is full of mysteries, riddles, and puzzles. Some of the puzzles in Exit Games, much like in real-life Escape Rooms, are devilishly hard. Other puzzles are more obvious, but for whatever reason, you hit a wall and you spend 15 minutes making zero progress. They can also only be played once due to their nature.
I had the idea of packaging information on the mass extinction crisis in a game where you solve puzzles and problems. Professional Voice Actor He spent the next two years working on the narrative-driven puzzle game. Also, being part of a community of devs helps a lot. Salo wanted to take action, but how? “I
“I’m not good with story telling or puzzle design, so combining some expertise would be nice.” As a solo dev I don’t have to synchronize with other people and can work at crazy hours. I’m not good with story telling or puzzle design, so combining some expertise would be nice.”
Kazimir’s staff is more than just a weapon, it’s a dynamic tool that players can use to solve puzzles, combat enemies, and cleanse the Miasma. Reflecting on the game’s core concept, Khoroshavin shares, “The very first idea was that I want to make a game about an old protagonist that can traverse via boat.
Out of nowhere, a thought popped into my head: “what if you were still monsters eating adventurers, but the game was all about dropping them into a puzzle that represented the monster’s stomach?” All I knew is I wanted some sort of spatial puzzle that ultimately determined the monster’s satisfaction.
Continued dev work would be spent on adding new options for the randomized content generator to create even more interesting possible combinatoric results. This usually means content like cinematics, plotted narrative, voiced lines, action set pieces, puzzles, quick time events, scripted boss fights, that sort of thing.
I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges.
The actions that the player take include exploring environments, collecting puzzle pieces, avoiding obstacles, jamming obstacles, moving boxes, climbing boxes, using boxes to obstruct enemies, and that neat time recording feature. The Talos Principle primarily interweaves the exploration and narrative elements with puzzle solving.
“The visual style definitely took us a while to decide on, as we weren’t sure if we had the capability to go for realism on the Quest platform”, says Frans Overman, one of the two brothers that make up the dev team. 99% of our assets are self-modeled and textured, as we believe in creating a product that’s totally our own. “I
But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. I’m not talking about your unit tested sort routine, I’m talking about complex puzzle logic and odd UI uses.
I focus on the part of the work I find inherently rewarding and interesting - I treat my tasks like puzzles and I solve them. The feeling of solving a puzzle is rewarding and interesting to me on its own, I would feel good solving problems and puzzles all day long.
The dice are bright and pretty, as are the puzzle boards on which you build stained glass arrangements of dice. It’s ultimately a puzzle game, but a very attractive one with some subtle elements that arise from it being a nearly perfect information game where players draw from the same draft pool.
When designing a puzzle, a designer must think of the process by which the player interacts with them. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Stay tuned to next month's dev blog issue for a look at the finished piece!
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
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