This article talks about the difficulty level of Puzzledorf, how it changes over time, and how that is used both to engage and retain players to help them finish the game.
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.
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 →
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 →
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 →
I've mentioned Mark Brown before as a game design channel you should watch. One of his more recent videos is on the game design of Mega Man 11. Making a platformer is something I've always wanted to do, and with Super Mario Maker 2 coming out soon for Nintendo Switch, I really enjoyed watching his... Continue Reading →
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 →
Yes, I know it's been out for a long time, but I resisted. Not anymore. My friends have all been playing it, and I partly avoided it because I knew it would be addictive - I didn't want anything to get in the way of study. Now that study was over, my excuses were thin.... Continue Reading →
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 →