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Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. Its easy to get stuck chasing perfection, but games are meant to be played, not just endlessly tweaked.
Taught By Thirst is a new Mesoamerican themed single player Quake map that I made for Remix Jam , a 3 week community level design event where we all adapted multiplayer maps from other games for Quake. Like a lot of Counter-Strike Source, it often feels more like a game engine tech demo rather than something for humans to play.
“What inspires me is the belief that I can make a great video game that will influence the player and make them reflect on their life, and hopefully make a change for the better.” When I read books, play video games or work on projects. For weeks, I thought about what I wanted to do and rediscovered my passion for video games.
For some, the idea of developing a game alone is daunting. Sadly, the reality of the business showed me that the type of games that pay the rent weren’t the type of experiences I wanted to create”, he says. After a five-year hiatus from game development, he returned as a solo developer to create his debut game Repunk.
Basement, teach player about buttons and door types, via two 512x512 quarter-rooms and small player-initiated fights 2. Halls, introduce wood barricades and more complicated fights, via two 512x1024 half-rooms of 2 waves each 3. My art pass also needed to punctuate Taufner's progression. The blockout has 4 beats: 1.
Monopoly: it’s one of the oldest board games in the store. It’s one of the top 10 best-selling board games. It’s also a terrible board game. When board gamers need a game to mercilessly mock , they look no further than Monopoly. Need help on your board game? Monopoly has a staggeringly low 4.4
"Former Street Fighter designer / Evolution staff member / writer of competitive gaming guide is working on a new fightinggame focusing on easy execution, great online play, and will be free to play." Which game is it though: Fantasy Strike or Rising Thunder? As great as it is, it isn't literally a fightinggame though.
“As I travel across Africa creating games, there’s something everyone seems to agree on…” says Bethlehem Anteneh , a trained architect, co-founder of SOSTLab and the moderator of the She Got Game panel at Africa Games Week (AGW). Think of a bar where 90% of the people are men.
When I was a neophyte game developer, I found an excellent article by Wizards of the Coast, creators of Magic: the Gathering , called Ten Things Every Game Needs. No matter what type of game you’re making, these 10 elements are critical to making a good game. Need help on your board game? A clear objective.
Most of the time, we start by setting a target time we think the game experience should take for a first-time player to feel what we want them to feel, and then add about 50% to that. A long fight should feel like a protracted fight and the time limit should reflect that.
This week while working on my current board game design, a lot of things have come into focus. Now it’s time to start tweaking board game rules. This is where board game design often becomes very tricky. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
I also tried to tackle another design weakness of mine -- I rely a lot on fights with shotguns. But giving the player some of the most powerful weapons in the game, right from the beginning, quickly led to pacing problems. Compared to that, a big horde in an open space has more replay value and survives the dev grind a bit better.
Board game conventions have a certain mystique to them. As such, board game developers often find their own interest in conventions piqued. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. We’re giving away a copy on the Pangea Games Facebook.
In addition to color, Barragán's brutalism offers another lesson for video game levels: sometimes you must have the courage to let a wall be a wall. In the past I've written about video game brutalism. Technically from a game engine / rendering perspective, any use of textures is ornament. How can you go back?
Yomi was "a fightinggame in card form" that I made before making the actual fightinggame Fantasy Strike. Now, Yomi 2 is a re-imagining of that fighting-card-game concept. So please join my Patreon at the gold tier to access that right now and help us pay for making this awesome game.
Codex is a new take on customizable card games. Last week I posted a new Raw Game Design podcast episode (for $10+ patrons) where I discuss "reset buttons" in Codex (cards that blow up the board so you can possibly come back from a very bad position). Finally, we discuss what Geiger's moves will be in the Fantasy Strike fightinggame.
I want to show you some of what I'm working (Codex, Flowchart, and a Fightinggame) and tell you about Patreon. During Pandante development, I posted dozens of versions of the game board, cards, rules, etc. Patrons helped playtest and also just point out errors or give suggestions how to improve things. Instead.it's fun.
Oscar Salandin , known as Peculiar Pixels, received a major validation for his debut game, BOTSU Ridiculous Robots , by being named the Overall Winner at the Develop Indie Showcase Awards 2024. He had saved enough money to live comfortably for a few years while pursuing his game development dream. Why did you become a solo developer?
In any case, this game started out in late 2021 as a sequel to Dragon Bridge, my first card game. Over the last 10-11 months, and over 100 different numbered versions of the game, the game has evolved into… really, its own thing, and that’s why the title no longer reflects its Dragon Bridge origins.
With the Kickstarter right around the corner , I’d like to talk about Spellstorm’s breakthrough rule, one that made the game significantly more fun to play, and why that is. But sometime last year, it really became the game that it is now. The story of how BLAST SCORE was marked by the game is long and interesting.
I've been fascinated by board games that revolve around drafting for years now, and in early 2011 I wrote a post on the pillars that make these games click. I've created an online prototype for playtesting that has seen almost 2000 games completed with at least a dozen players clocking in at over 100 games apiece.
Showing your game to strangers for the first time can be a little nerve wracking. What we learned about the game. The feedback about the game was better than we could have hoped. People liked the game but there was also useful feedback (and observation) of where we can improve. Color me excited! In no particular order: 1.
Oleg has built his data driven product management expertise working on some of the biggest games as well as some of the biggest social platforms in the World. GoPractice is also highly recommended by some of the top mobile games companies, which is how I originally got connected with Oleg.
The player plays the game, reaches certain pre-determined requirements, and obtains discrete new rewards for doing so. Consider Dungeons and Dragons, the tabletop game. The character level in that game was practically vestigial. Nobody who played that game looked forward to leveling or cared what level they were.
Cogmind began its life as a 7DRL , and a portion of items designed back when the game was overall a very different environment didn’t evolve at the same pace. That would be bad :P. It made sense to wait as long as possible to carry out this process, but the wait is finally over! Exiles Prototypes.
In the time since Garrisons were added, however, a combination of relevant changes to the game started putting pressure on their original design: Many more full branch maps were added, along with factions, each with their own enticing reasons to visit them compared to the weaker incentives for entering a Garrison.
The main drawback is clearly the massive heat generation, which had me running multiple cooling systems and/or injectors, and still sometimes backing off from larger fights to cool down. Any big new feature is likely to need some UI love, so for proper testing including game feel and convenience I added a few new relevant interface bits.
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