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In the upcoming Sci-Fi Action-Puzzle FPS IHAS , from Ukrainian solo developer Vladyslav Pidiashenko , players wake up aboard a giant, desolate spaceship swarming with hostile robots. A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.” Playtest early.
The arena has a little observation deck with a little floor hatch to drop down into the fight when the player's ready. Following a pattern from one of my previous maps "Daughter Drink This Water" , each arena gradually unlocks with neighboring arenas after the fight. I started by blocking out a small arena.
I also tried to tackle another design weakness of mine -- I rely a lot on fights with shotguns. Combined with dynamic map geometry, my personal playtests felt slightly less painful, and making the last 5% of this map felt a bit fresher than my previous maps. The water is now boring and blue.
On the other hand, playing Tasty Humans has short turns, which helps the game stay snappy even though it’s a brain-burny puzzle game. If you hate the game you’re playtesting, do something different. Don’t just playtest it and refine the mechanics. The mere threat is usually enough to keep the game going.
I want to show you some of what I'm working (Codex, Flowchart, and a Fighting game) and tell you about Patreon. Patrons helped playtest and also just point out errors or give suggestions how to improve things. Codex, Flowchart, and now.the Fantasy Strike fighting game (yes, really!). Instead.it's fun.
For the first version of the game, we decided to have only a single-player version, where the players would fight against the AI. Not to mention that the playtests on Playtestcloud usually lasted for more than the required 30 minutes. It was supposed to be a game with a synchronous multiplayer mode.
In playtesting so far this (among other benefits we’ll get to later) is already clearly tempting players who would otherwise always prefer regular branches over infiltrating a Garrison. Failing that (gets blasted in a fight? I wrote about this factor in my recent article on game design philosophy.
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