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Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.
Playtesting Patrik Nagy , a 20-year-old software development student from Hungary, began working on simple games at age 12, driven by a passion for programming and game development. No amount of playtesting is ever enough, he says. Kaye embraced the use of Large Language Models, which he credits with saving valuable time.
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.
While players can often identify elements they like – such as colors, puzzles, or characters – they rarely can elaborate why the elements appeal to them. The more traditional and obvious methods, like playtests, player surveys, market research, and in-game analytics, are useful for understanding what it is people enjoy to play.
Lancelot's Hangover: After beta testing, what do you do if you realize a series of puzzles doesn't work. Do you cut off the whole series of the puzzles (meaning wasting time/art/effort)? Do you try to make those puzzles easier by giving more explicit hints through dialogs and hotspot/object descriptions?
When designing a puzzle, a designer must think of the process by which the player interacts with them. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path.
Lancelot’s Hangover: After beta testing, what do you do if you realize a series of puzzles doesn’t work. Do you cut off the whole series of the puzzles (meaning wasting time/art/effort)? Do you try to make those puzzles easier by giving more explicit hints through dialogs and hotspot/object descriptions?
These huge labor-intensive maps are hard to make for a variety of reasons, but in this particular context, the most relevant problem is that playtesting the same hand-tuned encounter repeatedly quickly drains its charm and it becomes difficult to gauge whether it's still interesting or not.
Evan Anthony: “Alternating between two timelines with such different visual designs, mechanics, and stories has been a real brain puzzle for us. They will have to talk to a diverse set of characters and find clues in dialogues and intricate puzzles, and unravel a conspiracy that could bring the world to its end.
So I blocked out some simple rooms above the existing arenas, to serve as a short entry puzzle area ("Quake puzzle" = you have to press a button to open a door) with a bit of exploration. Thanks to Fairweather for organizing, Yoder for playtesting, and lastly thanks to everyone in the Quake Mapping discord.
All this before there’s ever any playtesting done. I played around with a few ideas and one of them was a simple cube rolling puzzle game. So I made a shift in puzzle design to negate that. But these people aren’t necessarily the people that play challenging puzzle games. I realized I missed this aspect a lot.
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.
When designing a puzzle, a designer must think of the process by which the player interacts with them. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path.
For the last few years, I’ve thought about my tabletop games Puzzle Strike and Yomi. The status right now is that my patrons on Patreon have access to all of the new Puzzle Strike-inspired game’s materials. The status right now is that my patrons on Patreon have access to all of the new Puzzle Strike-inspired game’s materials.
Even so, different types of video game-level designs, such as shooter-level design, platformer-level design, puzzle-level design, multiplayer-level design, etc. PlaytestingPlaytesting involves testing a game with real players to assess its design, functionality, and entertainment value. require a unique approach.
” This innovative approach not only pays homage to the original game’s puzzle-solving aspects but also introduces a fresh layer of engagement for players. “Playtesting is a crucial part of our development process,” James emphasized.
After three days of intensive game development and two weeks of playtesting and rating (over 3,500 ratings!), This cute and well-designed pixel art puzzle game snatched the 1 st position in the Gameplay and Graphics and Sound categories, and 2 nd position in the Theme interpretation category ( Overall rating: 4.088). Fire and Fondness.
That said, there's a particular problem that's endemic to cooperative board games, which is that the game will present players with a puzzle, hoping that the group will work together to find a solution, and instead the single most skilled or most experienced player will end up playing for the entire group.
Patrons helped playtest and also just point out errors or give suggestions how to improve things. This comes partly from the core mechanic being that you build your deck as you play (but not like in Puzzle Strike or Dominion), and partly that from there just being so many in-game decisions that matter.
Running through the market by genre, Kress noted that King has done quite well, but other genres had suffered badly, with strategy, RPG, match puzzle, and casino games all down double digits. Shooters got creamed”, too, he said – down 33%. Kress predicted another two years of western market decline at around 5-10%.
Not to mention that the playtests on Playtestcloud usually lasted for more than the required 30 minutes. Back then, Deconstructor of Fun wasn’t sharing yearly predictions based on detailed gaming taxonomy…. Based on this data we should have killed the game, but we decided to invest more time into understanding what was going wrong.
link] After adjusting the lighting, Ian then shifted gears to work on addressing some of the minor level-streaming issues we'd pinpointed during playtesting at the Play NYC game convention. Music is an important piece of the Kristala puzzle. Additionally, the gap issue you can see at the end of the video below is now fixed too.
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. I wrote about this factor in my recent article on game design philosophy.
In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. At this point, I have playtested Tasty Humans over fifty times. Later, I tackled the question of how players select which adventurers they will eat. Final Thoughts.
In playtesting, the time between turns has rarely been an issue. In a game like Tasty Humans, each player is primarily lost in their own world of puzzle-solving. This is an example of how simple playtesting of a change can trump what you, as the designer, “thinks” will be the effect. The Race to the Finish.
A dense randomized mini-chess puzzle where everything matters. In my playtests, it felt like the best tactic is to try to trap the cop in the corner with your body while the AIs coordinate a big orgy that gives you a huge payout. So what did she want then?
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