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MrDudeIII
mr_dude_III
How do we make chill/village life/kind games that aren't ironically colonial in assumptions?#gamedesign #gamdev #question I started working on a roguelike forager that had a lot of promise and possibility,
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Christian Scandariato - Life-Sized Floppy Knight
PerpetualRaine
It's back, the return of Thursday @FloppyKnights design threads!It's been a real interesting few months on FloppyDev, and there is a lot to go over. For today, let's talk about
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Tricky Fat Cat 🐱
tricky_fat_cat
0/8 OK, let's carry on talking about clean game design principles. But this time, about clean game design documentation principles. They are important because most of the time documentation is
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Christian Scandariato - Life-Sized Floppy Knight
PerpetualRaine
Happy Thursday!It's time for another @floppyknights design thread! Thanks to the demo period, we received a ton of useful feedback for improving the game as we go forward.The number one
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Tricky Fat Cat 🐱
tricky_fat_cat
0. Yet another small thread about #gamedesign. But this time I'll write about the most usual mistakes, which beginner game designers tend to make. Moreover, many experienced game designers have
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Jason de Heras
jasondeheras
What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard
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Ari Nieh
SixthComma
Today’s #gamedesign thread comes from a question @kombo_karl asked me several months ago:When do you move on from an idea that you like?#WotCStaff Here are three angles to consider this
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Yule-Witch Inari
inari_ngd
[THREAD] I'll gather thoughts around narrative design on this thread. Opinions are my own and I want you to know indie tabletop roleplaying games (the Forge) have had a huge
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A. Karabulut 😷👋🧼🚿
Aysewrites
Expanding live experiences: The #digital future of #theatre @FinInstLondon Matt Adams from @blasttheory: The reason we decided to work with digital tools is to reflect the lives we are actually
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Jason de Heras
jasondeheras
Enemies exist to encourage/discourage various strategies (and to make the player feel smart among other reasons). Sekiro is largely built around parrying (and stealth). Let’s examine the EARLY GAME enemies
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Jason de Heras
jasondeheras
What makes a combo feel POWERFUL? Most melee action games have a series of related attacks the player can STRING together. Combos usually have a FINITE number of moves until
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Shannon McDowell
ShannonCreates
THREAD: If you're interested in designing your own escape room board game, I'll be posting some of the tips and tricks I learned while making Conundrum: Candy Factory! (Many tips
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garrett ☕ | play outer wilds
gmontei_ro
Three recent video games that theme park designers could learn from: a thread! #themedentertainment #gamedesign First, a disclaimer: I am NOT a professional game designer. These are my observations as
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Jason de Heras
jasondeheras
Melee combat design is the art of creating rules that determine when/how a player or enemy are allowed to hit each other. The inclusion of key rules determines the player’s
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League of Geeks
LeagueofGeeks
LoG Tips Thread What @blakemizzi wishes he knew about #gamedesign sooner So! Blake is our Design Director. He's studied design since 1999 , & been a professional designer since 2004
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Jason de Heras
jasondeheras
What makes an easy (or hard) melee enemy? It depends on the combat game, but there are common enemy characteristics found in most melee games. Reverse engineering games is an
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