I want to get back to doing my MS Paint doodles, so hereโs todays.
I want to get back to doing my MS Paint doodles, so hereโs todays.
Receiving feedback made easy:
This simple process elevates your creations and builds collaborative relationships.
Here is the key to compelling games!
It’s not just about mastering design techniques. Observe the behavior and emotions you enjoy in your favorite experiences.
How can you get the player to feel those too?
Thoughts are temporary. They come and go. We just need to let them pass through.
๐น๏ธ I found a manifesto about small games and I love it.
๐น๏ธ I just found out that Rock Paper Shotgun wrote a review of one of my games (Marshmallow Nights).
This is the first review I’ve ever gotten from a website!
It was probably not the best idea. I have a newborn, and I’m helping the studio I work at launch its first game in the next couple of months… so time isn’t something I have a lot of.
Anyways: I decided to make a card game for the Godot Wild Jam. The theme is “Train”
The Concept: You’re a personal trainer for trains.
Next up: I gotta work on the functionality for allowing the player to play cards.
Why it matters: Gameplay becomes stronger when you talk about it the same way players talk about it.
Pro tip: “If You” is one of the best ways to start a gameplay concept:
This method serves as a way to check how intuitive the concept is. If it’s confusing as a sentence, it will be confusing as gameplay.
Yes, but: Add a “but” at the end of the statement to introduce a twist to the concept. The Dark Souls example becomes, “If you rest at a bonfire, then it unlocks a checkpoint… But, it also respawns all the enemies in the area.”
Bottom line: Good game design starts with clear and easy-to-understand concepts.
I started working on a roguelike for the Playdate ๐น๏ธ