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How do you go about setting time limits when relevant? Does someone just play through the section and set it? Playtesting? Do you put together some formula?

Ask a Game Dev

A long fight should feel like a protracted fight and the time limit should reflect that. A short fight should feel like a sudden burst with a lot of pressure to finish it quickly. After we set our estimate, we playtest it to see how it feels.

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A New Era of Fighting Games

Sirlin

Former Street Fighter designer / Evolution staff member / writer of competitive gaming guide is working on a new fighting game focusing on easy execution, great online play, and will be free to play." It's clear that we're cut from the same cloth and have similar experiences with competitive fighting games. Did you hear the news?

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Introducing: Yomi 2

Sirlin

Yomi was "a fighting game in card form" that I made before making the actual fighting game Fantasy Strike. Now, Yomi 2 is a re-imagining of that fighting-card-game concept. These are updated pretty often based on feedback and playtesting from patrons.

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

PreMortem.Games

But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I What’s the biggest lesson learned from this project?

Dev 160
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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

It’s used to both fight enemies and solve puzzles. Playtest early. I tried to make players wonder about life and its meaning – kind of like the Deus Ex games. Another unique point is the weapon. Finally, I tried to develop a unique, retro-futuristic style with a diegetic UI.”

Dev 104
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new Quake map: "When There Were Wolves"

Radiator Blog

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.

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new Quake map: "Taught By Thirst" for Remix Jam

Radiator Blog

They are still key areas for gameplay with major fights. To honor the map's nonlinear multiplayer heritage, I try to support multiple nonlinear solutions since you can improvise different routes / tackle fights in different orders: Snipe the Spawns from the bridge, maybe with Lightning or Grenades (expensive) or with all your shotgun ammo.