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Gamer Deep Lore, Exhibit #3. The Tomb of Horrors.

The Bottom Feeder

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.

Horror 76
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10 Elements of Good Game Design

Brand Game Development

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 Game Design appeared first on Brandon the Game Dev.

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

PreMortem.Games

“ 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-horror game. A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.”

Dev 104
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Makhoba Kamogelo: “Don’t let fear stop you from reinventing yourself”

PreMortem.Games

A community manager and new game designer. 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.

Code 166
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The Forgotten City (2021) revisited

Radiator Blog

In a past era of game design, 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."

NPC 130
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Five Problems With Chess

Tom Francis

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 game design problem! Who can say who should win that game? That’s not great. NO, idiots!

Concepts 100