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How to Fight “Tired Mode” as a Game Dev

Brand Game Development

How to Fight Tired Mode. Speaking of avoidance, the best way to fight Tired Mode is to never fight it at all. Every game mechanic, every piece of art, and every marketing endeavor ultimately comes down to your decisions. It is really, really hard to do a lot of mental work and keep your head on straight. Prioritize sleep.

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How Mobile Game Developers Are Using In-Game Collaboration Events to Boost Player Retention

Game Refinery

Depending on the type of IP you want to license, collaborations also provide an opportunity to freshen up your narrative elements and gameplay mechanics. How well does the franchise – if it’s a film or TV show, for example – lend itself to your gameplay mechanics? Simulation RPG Vikingard collaborates with TV show, Vikings.

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

I wanted a colony sim where other settlements around you aren’t just a static backdrop, but parts of a living, simulated world. One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils. Interacting with the wider world is entirely optional.

Dev 104
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The New 4X Strategy Hit, The Ants, Stands Out With Its Unique Theme and Heavy Emphasis on Social Elements

Game Refinery

What really differentiates The Ants from the rest, however, is not just the theme but the game’s mechanics, which give it an entirely different feel from the usual 4X we’re used to. This is likely due to the game’s varied upgrading system but also due to the way the daily gameplay focus shifts from one mechanic to another.

Fighting 130
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

I do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. An open-world social simulation of a whole human civilization on Mars. I try to be careful with those, because sometimes it’s too easy to get carried away by something that seems ‘super cool’.

Dev 160
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2024 Cherry-picks

Mircosoft Game Dev

The twin-stick shooter requires you to keep track of and fight the ever-closing game windows while evading enemies. Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. Turn-based mechanics and an RPG flavor round off the experience. You can find the takeover recordings on our YouTube.

Engine 40
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

I wanted a colony sim where other settlements around you aren’t just a static backdrop, but parts of a living, simulated world. One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils.” Interacting with the wider world is entirely optional.

Dev 118