Wesley Rockholz's Blog
Co-founder of Yes And Games, creator of Adventure Guild. My blog serves as a channel to organize and convey my thoughts and opinions on the game design process.
Postmortem for our Ludum Dare 34 entry, Escape Squad, an isometric shooter with a twist... hah.
5 things I learned about game design after playing XCOM: Enemy Unknown.
How can you foster a community in your game naturally and without irrelevant conversation or toxicity?
I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.
Reflecting on my first attempt at a stop-motion animation film.
Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire).
Wesley Rockholz's Comments
[Blog - 09/29/2014 - 01:05]
1. The point I was ...
1. The point I was trying to make is that exploiting the functionality of saving and loading a game can be used to cheat a dice-rolling system, whereas from the designer 's perspective dealing with both the success and failure of dice-rolls is a part of the overall game. In ...
[Blog - 04/25/2014 - 03:38]
Interesting, thanks for pointing the ...
Interesting, thanks for pointing the Journey stuff out. I haven 't spent much time playing it but it was pointed out as an edge case in a discussion. Thanks for the corrections, I 'll do some editing.
[Blog - 04/18/2014 - 07:47]
Hey, thanks for the feedback ...
Hey, thanks for the feedback r n r nYou 're right, I focused a lot on competitive games here, probably because the class I 'm TAing for right now is mostly making multi-player board games so I 'm in that mindset. r n r nPlatformers, adventure games, puzzle games are ...