Remove Fighting Remove Game Design Remove Terrain
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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. I found fights in BG3 where it became really hard to target the high-up enemies. That is my personal aesthetic.

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

The high visual polish and stellar production values adorn a solid but predictable gameplay loop: you fight through dungeons with random rooms / enemies, collect resources, and bring them back to your hub to build up your village and its inhabitants. The cult of the game industry is most powerful of all.

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My Final Fantasy 16 Review

Keith Burgun

Between that and the fact that I’m a game designer, and one who is also working on my own RPG, I feel like I’m in a pretty good position to give some thoughts on this latest entry in a way that might be helpful to other Final Fantasy fans. That’s it. That’s about it!

Fantasy 105
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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. The grand scene).

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Rebalancing Cogmind

Grid Sage Games

So I reimagined them yet again, taking into account their unique targeting mechanics and what that means when fighting other bots. This is a pretty good example of the heavy influence interface limitations can have on game design. The biggest change there was simply yet more significant damage buffs. Trap Extractor demo.

Balance 52
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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). and not be compatible with many of the encounters anyway, since knowing which direction the player will enter from is often an important part of their design. I wrote about this factor in my recent article on game design philosophy. hacking attempts unsuccessful?),

Beta 52
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Four Tips to Make Your Murder & Loot Game Painfully Addicting!

The Bottom Feeder

At some point in the last several decades of video games, everything became a role-playing game. Turns out, if your game design is a little lacking, all you need to do is spackle on a bit of "Make bars fill up to make numbers get bigger to make bars fill up." The trick is making sure the fighting part is engaging.

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