Tags » Game Design

Thoughts on: Rockman 3 Burst Chasers (The opposite of speed is frustration)

Watching SGDQ 2015 over the past week helped to prove two things to me. The first is that regardless of the game, watching someone who has devoted their time into mastering anything is mesmerizing regardless if the game was Tetris: Grandmaster, Mario: Lost Levels, or Super Noah’s Ark 3D. 609 more words


Insights from the Second Playthrough of Bloodborne (Part 1)

This is Part 1 of a two-part series on design choices in the game of Bloodborne. Check back on Wednesday for Part 2.

Although I haven’t explicitly stated it, you might have picked up that I’m fond of the… 1,297 more words


In the Lab: Working on an External Project

Last week a friend offered the chance to design a faction for a card game he’s working on. I leaped at the opportunity, and I’m currently hammering away at the design. 103 more words

Game Design

You, Yes You, Never Stop Amazing Me

I used to get up as an indie game developer and start coding my game.  Now I get up and start marketing my game.  When did that happen?   209 more words

The Weekly Puzzle - The Mighty Duck!

Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title. 452 more words


What's the draw? Idle Clickers.

Perhaps one of the more unusual genres to come about in recent years… Cookie Clicker, Adventure Capitalist, Clicker Heroes, and many many more. They all share a common theme, click to get money, hire things to get money for you. 708 more words