Tutorial Design in Puzzledorf: Reflections

Teaching people how to play your game is a critical component of game design - and yet a lot of players hate tutorials. So how to teach people without boring them? Better still, how to provide a tutorial that players don't think of as a tutorial? This article discusses the subject through the lens of Puzzledorf.

AIE Incubator Program & Puzzledorf

My upcoming game, Puzzledorf, has been a side project of mine for several years. It has existed in one form or another while I have studied Games Programming and Business at AIE, the Academy of Interactive Entertainment. AIE are a college that specialises in educating people in games and visual effects for movies. They have done a fantastic job of... Continue Reading →

Puzzledorf Release Approaching

It's been a while coming but the release of Puzzledorf is finally approaching. After unexpected delays with coronavirus, game development taking longer than expected, etc, we are finally here. I want to talk a little bit about the game and it's design, as well as release news.The game is currently in the final stages of... Continue Reading →

How Difficult Should I Make My Game?

The subject of difficulty makes for interesting debate. There is a trend these days of making easier games to reach wider audiences. Is that a good thing? Back in the days of the Nintendo NES and SNES, games were much harder as a general rule, particularly when talking about modern Nintendo or casual games -... Continue Reading →

Work Healthier Hours, Make Better Games

I was reading an article yesterday by the developers of Slime Rancher. It talks about crunch in the industry, but gives a unique perspective of their own experience. According to the article, they have maintained 40 hour work weeks, and furthermore, do not believe they have made a successful game despite those hours - they... Continue Reading →

3 Keys to Play Test Your Game

Play-testing is fundamental to Game Design. The aim is to observe people playing your game to so that you can identify areas of weakness in your design and methodically improve it. There are 3 keys I've found to help you play-test your games. The 3 Keys Observe Test Measure This is similar to how you would conduct... Continue Reading →

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