Tag Archives: game design

Platformers and making orthogonal movement metaphorically orthogonal

Someone made a side-comment about platformers, how it was based entirely around timing and therefor the lowest common denominator in games, and that’s the only reason they are so popular. (Of course, this was in the context of explaining why … Continue reading

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Hex vs Square

A tweet got me thinking about hex and square tiles in board games. It is several months old at this point, but that means I’ve given the subject a thorough going-over. Board-game fans: Hex tile vs Square tile? — James … Continue reading

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Reload sounds

So a difference I noticed recently between Mutant Alien Assault and Super Crate Box. Reload sounds. The two games are kind of similar genre, so I think it makes sense to compare them. Both require the player switch weapons fairly … Continue reading

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Actually fact

So in this video from LambHoot, he says this: “This isn’t just my opinion, this is actually fact.” This is him saying the quality of Five Nights at Freddies is poor. And then he qualifies his statement by saying the … Continue reading

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Models of game development, or lenses

Okay, I’m spinning off three articles here: Against Flow by Lana Polansky. The Cult of the Peacock by Brendan Vance Video Games are Better Without Characters by Ian Bogost What do they have in common? Pointing out something they think … Continue reading

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Zinesters vs the World

I’ve been reading some Anna Anthropy and a “zinesters vs. formalists” and “what is a game?” stuff about her work and Proteus and Dear Esther, etc. etc. and decided to try to articulate my thoughts on it. I had a … Continue reading

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Upgrades

I was playing a random game on Flash Game License, it was a fun concept, very nice graphics and music. The controls felt very, very, sluggish and unresponsive. Of course, the game has a shop, where you spend your experience … Continue reading

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Aesthetic of flashing lights

Thanks to the influence of animation and Edward Tufte, in the design of my own games, I normally go with the judgement that visual contrast should match the relative importance of any object within the game. I’ve been trying to … Continue reading

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Mistake to watch for

This game called Huebrix is a pretty nice puzzle game. The only thing I object to, is when I finish a level, it hangs for a fraction of a second before it shows you’re complete. I presume it must be … Continue reading

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Quest graphs

Earlier, I discussed William and Sly and some rules changes between the first and second game. I had trouble comparing the quest structure of the two games using only words, so I’ve drawn graphs of the two: First Game Second … Continue reading

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