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The myth, the legend, the 1978 Dungeons & Dragons murderfest Tomb of Horrors. It was famously designed by Gygax to mess with the players in his own campaign and provide meat for players who came to him and said they could beat anything he threw at him. It's one of those awesome, twisty, weird Gygax designs. Pwned, n00b.
Tasty Humans is about monsters fighting humans instead of the other way around, which gets a sick laugh out of everybody who sees the game. If you want your game to be great, it can’t simply be a technical masterpiece. The post 10 Elements of Good GameDesign appeared first on Brandon the Game Dev.
“ I’ve been working on a game for close to 3 years at this point and the whole idea of IHAS has transpired through these years of development. At first, I was planning to make a walking simulator-horrorgame. A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.”
A community manager and new gamedesigner. A game filled with cute armoured babies on a brave mission to save their daycare from a goblin invasion. One of those games was Street Fighter. Kamo remembers, “It was the biggest game back then. But I often wondered why there weren’t more peaceful games.
In a past era of gamedesign, we complained when combat games had obligatory stealth sections -- now we have story games with obligatory combat sections. Before you begin the zombie-filled Palace quest, the game UI helpfully advises, "if you're not a fan of action or horror gameplay, feel free to decline this quest."
The early game is slow and boring. All your good pieces are trapped behind a wall of bad pieces, so you both have to spend a bunch of turns moving the bad pieces out of the way so the good pieces can fight. Ooh, tough gamedesign problem! Who can say who should win that game? That’s not great. NO, idiots!
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