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September 25, 2020
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Category: Design


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Posted by Simon Carless on 09/25/20 02:03:00 pm in Design
All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.

Posted by Josh Bycer on 09/24/20 10:50:00 am in Design
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.

Posted by Simon Carless on 09/23/20 01:02:00 pm in Design
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?





Posted by Carl-Henrik Skarstedt on 09/25/20 10:55:00 am in Design
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

Posted by Sergey Pomorin on 09/23/20 10:23:00 am in Design
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.

Posted by Oleg Nesterenko on 09/22/20 12:10:00 pm in Design
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.