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Empires & Puzzles - From a Failing Company to a $700M Acquisition in a Year

Deconstructor of Fun

The reason for this acquisition was the success of Small Giant’s hit game, Empires & Puzzles. Since mid 2017, Empires & Puzzles has raked in $260M in net revenues with only 34M installs. Empires and Puzzles regularly takes the top spot in Puzzle RPG category in the West (when Dokkan is having a post event hangover).

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

There's a Portal-like moment where you escape the puzzle. Betrayal at Club Low by Cosmo D Cosmo D is best known for his Offpeak series, story-driven adventure puzzle games with large eclectic worlds and surreal architecture. Pro-tip: play with a gamepad.) but of course like in Portal, escape is just another trap.

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Picking Apart Baldur's Gate 3, Part 3 (The Only Thing You Should Care About: Loot.)

The Bottom Feeder

Basically, power gamers (Spike), people who want to solve puzzles and make useless things useful (Johnny), and people who just like big, impressive things (Timmy). Happily, there are players who get all their fun from solving puzzles like that. One of the best articles ever written about game design is about Magic: The Gathering.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

For example, you can make the same goblin (well, moblin) fort play entirely differently by placing it in ways that interact with the terrain around it. Playing with terrain is a relatively inexpensive way to stretch content, since you have to make terrain anyway. You need to look for ways to stretch the content inexpensively.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

The answer to this puzzle lies in understanding the following facts: Logic sets information into Physics, but it does not need to retrieve data from it. generating terrain), because each thread can create content, then register it via a single channel. Both Logic and Physics set information into Rendering.

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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). While some players enjoy puzzling out creative ways to get ahead, at the extreme end it eventually devolves into optimal tedium which is overall harmful to the experience. Generating more paths would likely make Garrisons easier in some regards (unnecessary!),

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The Depth Project

Game Design Advice

I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. And if there is then I want to see it, and be able to talk about it and reason about its ramifications. What depth isn’t.

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