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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon, the intricate puzzle adventure by Jeppe Carlsen , known as the lead gameplay designer of Limbo and Inside, launched to raving reviews after 6.5 The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery.

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

PreMortem.Games

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. At first, I was planning to make a walking simulator-horror game. It’s used to both fight enemies and solve puzzles. Playtest early.

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10 Elements of Good Game Design

Brand Game Development

The mere threat is usually enough to keep the game going. On the other hand, playing Tasty Humans has short turns, which helps the game stay snappy even though it’s a brain-burny puzzle game. Predictability is the bane of games. You don’t want your game to feel predictable.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon, the intricate puzzle adventure by Jeppe Carlsen , known as the lead gameplay designer of Limbo and Inside, launched to raving reviews after 6.5 The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery.

Puzzle 104
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Why NYT’s Connections makes you feel bad

Raph Koster

I thought it would be interesting to contrast this to Word Dad , a puzzle game made by my friend, master game designer John Cutter. A brief aside on puzzles All three of these are more correctly called puzzles, of course. Sudoku is a machine; a given Sudoku layout is an individual puzzle.

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Picking Apart Baldur's Gate 3, Part 3 (The Only Thing You Should Care About: Loot.)

The Bottom Feeder

Baldur’s Gate 3 Has Mountains of Stuff Over the years, I've tended to make my game designs cleaner. One of the best articles ever written about game design is about Magic: The Gathering. Happily, there are players who get all their fun from solving puzzles like that. That is my personal aesthetic.

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Problem-solving

iHobo

Suppose you have a fighting game. The problem-focussed player who gets beaten is going to look at it as a puzzle to solve. The ubiquity of puzzle-solving play in videogames isn't an accident. Programmers and game designers are brilliant nerds, and as such they are drawn to problem-solving.

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