All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.
Many people don't think about puzzle games as being difficult or hard to design, but for today's post, we're going to look at why a puzzle could be even more demanding than any soulslike or action game.
Talking to Pawel Lekki of EXOR Studios, we explored his upcoming game The Rift Breaker, which has amassed nearly 250,000 wishlists on Steam to date pre-release. How did he do it?
A technical article describing the development of the map screen of Space Moguls for Commodore 64. The article is not reasoning why I develop Commodore 64 games, but a no code technical and design deep dive into the map screen of the title
This story will consist of 3 parts, because I have released three games:
● Beasts Battle
● Necromancer Returns
● Magicians Legacy
The articles will contain figures for each game, how much I invested (spent) in it and how much I earned.
Krzysztof Chomicki, game and level designer on Carrion, discusses what it took to create the ultimate monster simulation experience of 2020.
Topics covered: MonoGame, physics simulation, controls, interconnected systems, level and puzzle design, etc.