Phil Strahl is an independent game developer (aren’t we all?) and one-man-band one-trick-pony from Austria. He was released the same year as the Famicom and since then, countless updates and patches made him what he is today. His features include (but are not limited to:
- Constant background processing of thoughts on games
- Hi-res textures for life-like expressions*
- Physically correct caffeine flow system
- Pathfinding superior to C&C harvesters
* Batteries not included.
A short introduction to "flow" and its relationship to core mechanics plus my own trick of testing your own game for flow.
My series about Staples in Game Design seeks to re-examine and re-consider familiar tropes in design, this time looking at The Key; its inherent properties, variations and ways to design with awareness of it.
My series about Staples in Game Design seeks to re-examine and re-consider familiar tropes in design, starting with The Crate. I ask and try to answer what’s good and bad about The Crate and how to avoid falling for stereotype implementations.
[Blog - 10/06/2015 - 01:45]
[Blog - 10/08/2015 - 01:39]
Thanks for you comment. It ...
Thanks for you comment. It always depends on the game, of course. If Super Mario Bros 3 would re-spawn you instantly on the very spot you failed or shorty before , it would also mean to burn through your lives much faster without a way of replenishing some on the ...
[Blog - 09/29/2015 - 01:46]