Through feedback I added and removed: powerups, achievements, deception, mind reading. Made it way too complex, and way too simple.
All starting from this
Through feedback I added and removed: powerups, achievements, deception, mind reading. Made it way too complex, and way too simple.
All starting from this
I’ve written a few words on how it was made on my portfolio odowd.co
This also means that I’m available to take on another project. If you need help or know someone who does, get in touch!
I’ve written a few words on how it was made on my portfolio odowd.co
This also means that I’m available to take on another project. If you need help or know someone who does, get in touch!
Kill your darlings; throw things away, remove anything that distracts away from the experience you're creating.
Again, and again, I’ve attempted to simplify the solution - but ultimately, what am I actually trying to solve? Can I simplify the problem?
Kill your darlings; throw things away, remove anything that distracts away from the experience you're creating.
Our team worked on designing collective decision making systems. polarisgamedesign.com/2024/how-to-...
#gamedesign #gamedevelopment
Our team worked on designing collective decision making systems. polarisgamedesign.com/2024/how-to-...
#gamedesign #gamedevelopment
Working on something cool? I want to hear about it!
odowd.co
Working on something cool? I want to hear about it!
odowd.co
A skill to practice:
- Knowing when to break a complex feature into simpler parts.
- Knowing how to make connections between those parts visible and obvious.
A modular (adaptable!) web of simple things
I have no idea whether the game will actually go viral in this way, but as my game can be played with a large twitch audience, handling is a must
I have no idea whether the game will actually go viral in this way, but as my game can be played with a large twitch audience, handling is a must
This is a simple guideline for how to design input priority. The statement is simple, but the execution can be extremely complicated depending on the game in question.
This is a simple guideline for how to design input priority. The statement is simple, but the execution can be extremely complicated depending on the game in question.
#gamedesign
New designers are told to prototype and 'find the fun'. But the naive version of this is a garbage tactic that mostly results in poorly thought out prototypes that are never going to converge on gameplay.
#gamedesign
New designers are told to prototype and 'find the fun'. But the naive version of this is a garbage tactic that mostly results in poorly thought out prototypes that are never going to converge on gameplay.
Completely reworking the design, discarding elements. Testing assumptions. Fast prototyping.
Completely reworking the design, discarding elements. Testing assumptions. Fast prototyping.
I’d also like to throw it all away and do something else. The process is confusing. Really difficult too. Though, I’ve found this book to be a good anchor to return to.
#gamedev #art #boardgames
I’d also like to throw it all away and do something else. The process is confusing. Really difficult too. Though, I’ve found this book to be a good anchor to return to.
#gamedev #art #boardgames