Like if I were to make a card game, I’d assume my players know how energy/mana works.
Like if I were to make a card game, I’d assume my players know how energy/mana works.
This started when I read this one article, I gotta find it again, but it changed my perspective on how to teach players when they play my games.
A fundamental common denominator.
This started when I read this one article, I gotta find it again, but it changed my perspective on how to teach players when they play my games.
A fundamental common denominator.
It could be something modest like 4-5sec that the flairs go away.
I think I’ll test that if my next game jam game could use it.
It could be something modest like 4-5sec that the flairs go away.
I think I’ll test that if my next game jam game could use it.
If a game gets played with a keyboard, more often than not it means there’s mouse control, which is far more intuitive just bc its second nature to navigate UI with a mouse these days.
If a game gets played with a keyboard, more often than not it means there’s mouse control, which is far more intuitive just bc its second nature to navigate UI with a mouse these days.
I don’t think this design got done after the wii because this works perfect for only a Wii remote.
You can comfortably press A/B with one finger each, but most games now use a gamepad layout.
Asking players to press A/B or X/O with just one finger is awkward.
I don’t think this design got done after the wii because this works perfect for only a Wii remote.
You can comfortably press A/B with one finger each, but most games now use a gamepad layout.
Asking players to press A/B or X/O with just one finger is awkward.
#gamedesign #questdesign #systemdesign #gamedeveloper #workinprogress #steam #systemsengineering #gamedev #indiedev #designsky #gamesky
#gamedesign #questdesign #systemdesign #gamedeveloper #workinprogress #steam #systemsengineering #gamedev #indiedev #designsky #gamesky
What's your goal when designing quests for players?
What feedback might you provide on the work I've done so far?
What's your goal when designing quests for players?
What feedback might you provide on the work I've done so far?