Attila Branyiczky's Blog
Indie Game Developer from Toronto, Ontario (Canada).
I've been programming and designing games since I was 10 years old! I've released a few games on Mobile like the RTS / Tower Defence hybrid Orbit and a few more on Desktop like the tactical action-platformer Robo's World: The Zarnok Fortress which is available on Steam!
A jam-game without death helped me realize it's importance in games, and how it can be used to help the player progress through a game.
Open World games can have notoriously bad difficulty curves. Let's explore why this is and what can be done about it.
Create the most satisfying challenge level in your game by creating well tuned curves and nesting them withing one-another.
The most and least time consuming methods of implementing variable difficulty into your game, what are the advantages and pitfalls of each, and how do they mix with Consumable Items?
Consumable items allow players to modify the difficulty of their experience without feeling like they had to resort to the "easy" difficulty setting.
It's easy to make a game hard; fill it with invisible platforms, non-solid walls and instant-kill hazards. But let's say you're interested in crafting an experience which WON'T cause players to rage-quit...
Attila Branyiczky's Comments
[Blog - 06/13/2016 - 05:30]
You 'll find Gameology available ...
You 'll find Gameology available on multiple platforms including a direct .mp3 download available on my website or through this direct RSS feed: http://feeds.feedburner.com/GameologyBluishGreenProductions r nI 'm always happy to make the podcast available to more people, if there 's an easier way for me to make the podcast available, ...
[Blog - 05/16/2016 - 01:54]
I completely agree I hope ...
I completely agree I hope my article doesn 't come across as being against the concept of environmental reuse, just that there are good and bad implementations of it. The case you 've outlined is a fantastic example of environmental reuse done right. In my own game, Robo 's World: ...